Magica Scroll System |
|
|
|
|
Jan 27 2008, 01:14 AM
|

Level 8

Group: Revolutionary
Posts: 116
Type: Event Designer
RM Skill: Skilled

|
Magica Scroll System Version: 1.0 Type: Custom System IntroductionThis script allows you to equip your party with scrolls before entering a battle, which allows them to use certain skills. This will make a player think of a strategy before entring a battle and then applying it in the battle ground.. Features- A nicely designed Scene to handle the scrolls..
- You can edit the scroll easily through the "items" slot and a ready made template for you to use on RGSS..
- Additional "Switch trigger" function that will help you include the presence of scrolls in certain events..
Screenshots Demohttp://www.fileshost.com/en/file/29880/Mag...System-exe.htmlScript#================================================================ ========= ===== # Blizzards "slice_text" add-on to the Window_Base class.. #============================================================================== class Window_Base def slice_text(text, width) result, last_word, current_text = [], 0, '' (0..text.size).each {|i| if text[i, 1] == ' ' || i == text.size word = text[last_word, i-last_word] if self.contents.text_size("#{current_text} #{word}").width > width result.push(current_text) current_text = word else current_text += (current_text == '' ? word : " #{word}") end last_word = i+1 end} result.push("#{current_text} #{text[last_word, text.size-last_word]}") return result end end #============================================================================== # Set extra attributes that the system will need later.. #============================================================================== # Set the extra attribute to relate items to scrolls.. module RPG class Item < UsableItem attr_accessor :scroll end end # Set the extra attributes to manage the party's equipped scrolls.. class Game_Actor < Game_Battler attr_accessor :scroll attr_accessor :scroll2 attr_accessor :scroll3 end #============================================================================== CODE #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Magica Scroll System # Version: 1.0 # Type: Custom System # Made by : Dark Dragon #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================================== #============================================================================== #============================================================================== class Scroll_Scene < Scene_Base #----------------------------------------------------------------------------- # Set classes which will be used later.. #----------------------------------------------------------------------------- def start @window_scroll = Window_Scroll.new @window_charcter = WindowS_Charcter.new @scroll_details = Scroll_Details.new @current_scroll = Window_CurrentScroll.new @current_scroll.active = false @charcter_status = Window_CharcterScrollStatus.new @scroll_array = Scrolls::Scroll_Array.new end #----------------------------------------------------------------------------- #Dispose of the classes whe $scene != self #----------------------------------------------------------------------------- def terminate @window_scroll.dispose @window_charcter.dispose @scroll_details.dispose @current_scroll.dispose @charcter_status.dispose end #----------------------------------------------------------------------------- # Update each class in loops and set the @actor value.. #----------------------------------------------------------------------------- def update @actor = $game_party.members[@window_charcter.index] @window_scroll.update @window_charcter.update @current_scroll.update #----------------------------------------------------------------------------- # Set the details in the Scroll_Details window according to the position of the index #----------------------------------------------------------------------------- if @window_scroll.active @scroll_details.update_details(@window_scroll.item) elsif @current_scroll.active case @current_scroll.index when 0 if @actor.scroll != nil @scroll_details.update_details2(@actor.scroll.item_related) else @scroll_details.update_details2(nil) end when 1 if @actor.scroll2 != nil @scroll_details.update_details2(@actor.scroll2.item_related) else @scroll_details.update_details2(nil) end when 2 if @actor.scroll3 != nil @scroll_details.update_details2(@actor.scroll3.item_related) else @scroll_details.update_details2(nil) end end end @current_scroll.refresh(@actor) @charcter_status.refresh(@actor) #----------------------------------------------------------------------------- # Apply commands when C is pushed according to the active window.. #----------------------------------------------------------------------------- if Input.trigger?(Input::C) if @window_scroll.active @window_scroll.active = false @current_scroll.active = true elsif @current_scroll.active case @current_scroll.index when 0 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll == nil $game_party.gain_item(@actor.scroll.item_related, 1) end @actor.scroll = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll == nil $game_party.gain_item(@actor.scroll.item_related, 1) @window_scroll.refresh @actor.scroll = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true when 1 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll2 == nil $game_party.gain_item(@actor.scroll2.item_related, 1) end @actor.scroll2 = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll2 == nil $game_party.gain_item(@actor.scroll2.item_related, 1) @window_scroll.refresh @actor.scroll2 = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true when 2 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll3 == nil $game_party.gain_item(@actor.scroll3.item_related, 1) end @actor.scroll3 = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll3 == nil $game_party.gain_item(@actor.scroll3.item_related, 1) @window_scroll.refresh @actor.scroll3 = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true end end end #----------------------------------------------------------------------------- # Set the magical skills when aborting..and return to the scroll window if you are not.. #----------------------------------------------------------------------------- if Input.trigger?(Input::B) if @window_scroll.active Magica.new $scene = Scene_Map.new elsif @current_scroll.active @current_scroll.active = false @window_scroll.active = true end end end end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Scroll Selection Class.. #----------------------------------------------------------------------------- class Window_Scroll < Window_Selectable def initialize super(0,0,250,105) self.contents = Bitmap.new(200,300) self.index = 0 refresh end def refresh self.contents.clear #----------------------------------------------------------------------------- # Push items with the first "Scroll" attribute on into the data array.. #----------------------------------------------------------------------------- y = -1 @data = [] for i in 0 ... $game_party.items.size if $game_party.items[i].is_a?(RPG::Item) and $game_party.items[i].element_set.include?(1) @data.push($game_party.items[i]) y +=1 self.contents.draw_text(35,y*23-2,200,32,$game_party.items[i].name) self.contents.draw_text(190,y*23-2,200,32,$game_party.item_number($game_party.items[i])) draw_icon($game_party.items[i].icon_index, 0, y*23-2) end end @data.push(nil) self.contents.font.color = text_color(6) self.contents.draw_text(5,@data.size*23-24,200,32,"Remove") self.contents.font.color = normal_color @item_max = @data.size end #----------------------------------------------------------------------------- # Return the data array into self.data #----------------------------------------------------------------------------- def item return @data[self.index] end
end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Details Window.. #----------------------------------------------------------------------------- class Scroll_Details < Window_Base def initialize super(0,250,350,167) end #----------------------------------------------------------------------------- # Fill up the details when @scroll_window.active #----------------------------------------------------------------------------- def update_details(item) unless item == nil self.contents.font.size = 18 if item != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(0,0,200,32,item.name) self.contents.font.color = normal_color text = slice_text(item.description, 400) text.each_index {|i| self.contents.draw_text(4, i*32+32, self.width - 35, 32, text[i])} @text = item end
else if item != @text self.contents.clear self.contents.draw_text(4, 0, self.width - 40, 32, "Remove scroll equipped.") @text = item end end end #----------------------------------------------------------------------------- # Fill up the window when @current_scroll.active #----------------------------------------------------------------------------- def update_details2(item) unless item == nil self.contents.font.size = 18 if item != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(0,0,200,32,item.name) self.contents.font.color = normal_color text = slice_text(item.description, 400) text.each_index {|i| self.contents.draw_text(4, i*32+32, self.width - 35, 32, text[i])} @text = item end
else if item != @text self.contents.clear self.contents.draw_text(4, 0, self.width - 40, 32, "There is no scroll equipped.") @text = item end end end
end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set up the character selection window.. #----------------------------------------------------------------------------- class WindowS_Charcter < Window_Selectable def initialize super(0,105,545,145) for actor in $game_party.members draw_actor_face(actor, actor.index*130+10, 10,96 ) self.contents.font.color = text_color(5) draw_actor_name(actor,actor.index*130 +10, 10) draw_actor_class(actor, actor.index*130+10, 35) draw_actor_level(actor,actor.index*130 +10,60) self.contents.font.color = normal_color draw_actor_state(actor,actor.index*130 +90, 85 ) @column_max = 4 @item_max = $game_party.members.size self.index = 0 end end def update_cursor self.cursor_rect.set(self.index * 130, 0, 120, 120) end end #============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Current Actor Scroll window.. #----------------------------------------------------------------------------- class Window_CurrentScroll < Window_Selectable def initialize super(250,0,295,105) @item_max = 3 self.index = 0 end #----------------------------------------------------------------------------- # Fill up the window when contents is diffrent.. #----------------------------------------------------------------------------- def refresh(actor) unless actor == nil self.contents.font.size = 18 if actor != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(3,0,200,32,"") self.contents.font.color = normal_color if actor.scroll==nil self.contents.draw_text(45,-2,200,32,"No equipped scroll.") end unless actor.scroll==nil draw_icon(actor.scroll.item_related.icon_index, 0, -2) self.contents.draw_text(45,-2,200,32,actor.scroll.name) end
if actor.scroll2==nil self.contents.draw_text(45,21,200,32,"No equipped scroll.") end unless actor.scroll2==nil draw_icon(actor.scroll2.item_related.icon_index, 0, 21) self.contents.draw_text(45,21,200,32,actor.scroll2.name) end if actor.scroll3==nil self.contents.draw_text(45,44,200,32,"No equipped scroll.") end unless actor.scroll3==nil draw_icon(actor.scroll3.item_related.icon_index, 0, 44) self.contents.draw_text(45,44,200,32,actor.scroll3.name) end
@text = actor end end end #----------------------------------------------------------------------------- # Fill up the window when C is pushed.. #----------------------------------------------------------------------------- def refresh2(actor) unless actor == nil self.contents.font.size = 18 self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(3,0,200,32,"") self.contents.font.color = normal_color if actor.scroll==nil self.contents.draw_text(45,-2,200,32,"No equipped scroll.") end unless actor.scroll==nil draw_icon(actor.scroll.item_related.icon_index, 0, -2) self.contents.draw_text(45,-2,200,32,actor.scroll.name) end if actor.scroll2==nil self.contents.draw_text(45,21,200,32,"No equipped scroll.") end unless actor.scroll2==nil draw_icon(actor.scroll2.item_related.icon_index, 0, 21) self.contents.draw_text(45,21,200,32,actor.scroll2.name) end if actor.scroll3==nil self.contents.draw_text(45,44,200,32,"No equipped scroll.") end unless actor.scroll3==nil draw_icon(actor.scroll3.item_related.icon_index, 0, 44) self.contents.draw_text(45,44,200,32,actor.scroll3.name) end
@text = actor end end end #============================================================================== #============================================================================== #==============================================================================
class Window_CharcterScrollStatus < Window_Base #----------------------------------------------------------------------------- # Set up the characters window.. #----------------------------------------------------------------------------- def initialize super(350,250,195,167) end #----------------------------------------------------------------------------- # Fill the window with the characters basic statues.. #----------------------------------------------------------------------------- def refresh(actor ) unless actor == nil self.contents.font.size = 18 if actor != @text self.contents.clear x = 0 draw_actor_hp(actor, x, 0) draw_actor_mp(actor, x, 32 ) self.contents.font.size = 15 draw_actor_parameter(actor, x, 60, 0) draw_actor_parameter(actor, x, 60 + 18, 1) draw_actor_parameter(actor, x, 60 + 18*2, 2) draw_actor_parameter(actor, x, 60+18*3, 3) @text = actor end end end end #============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Scene_Title to set up the scrolls when starting a new game.. #----------------------------------------------------------------------------- class Scene_Title def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") Set_Item_Scrolls.new end end CODE #============================================================================== # ■ Magica #------------------------------------------------------------------------------ # Right, now here is where you can set each scroll's effects. Wether it was it was adding magical # skills, corresponding with other events, it doesn't matter ! # I made the basic commands which are setting a new skill, # # How to use : # # - Add the effects you want using the already setted methods under "def initialize" : # (set_magica or switch_trigger) # the arguments are as follows : # set_magica(scroll_id,skill_id) # set_switch(scroll_id, switch, character) # #==============================================================================
class Magica def initialize #Add the scroll related skills below this line end #This is the method you'll be using for setting magic. def set_magica(scroll_id,skill_id) for i in 0...$game_party.members.size @actor = $game_party.members[i] if @actor.scroll.id == $data_items[scroll_id].scroll.id or @actor.scroll2.id == $data_items[scroll_id].scroll.id or @actor.scroll3.id == $data_items[scroll_id].scroll.id @actor.learn_skill(skill_id) else @actor.forget_skill(skill_id) end end end #This is the method you'll be using for triggering a switch def switch_trigger(scroll_id, switch, character) if $game_party.members[character-1].scroll.id == $data_items[scroll_id].scroll.id or $game_party.members[character-1].scroll2.id == $data_items[scroll_id].scroll.id or $game_party.members[character-1].scroll3.id == $data_items[scroll_id].scroll.id $game_switches[switch] = true else $game_switches[switch] = false end end end CODE module Scrolls class Scroll_Array def initialize # Don't forget to add the scroll's class name in this array, and don't forget the ".new" @scroll_array = [Fire_Scroll.new, Water_Scroll.new,Blaze_Scroll.new,Ice_Scroll.new] end def data(id) for i in 0...@scroll_array.size if @scroll_array[i].id == id return @scroll_array[i] end end end end #===================================================================== #===================================================================== #===================================================================== #How to set Scrolls : # 1 - Use the template below and follow the instructions # 2 - Add the <class name> with a ".new" sticked to the end of it in the Array above.. # 3 - Add a line in the "Set_Item_Scrolls" class below using this syntax : # $data_items[item_id].scroll = Scrolls::<class name>.new # item_id : The id of the item related to the scroll # <class name> : The name of the class of the scroll, again, don't forget the ".new" #4 - All the items related to scrolls must have the first attribute -name it "Scroll"- setted on.. # If you still have problems with functioning the script please revise the templates in the # demonstration game, if you still experince problems, you can PM in the RRR forums # or through msn live messanger through my e-mail : denarto0o0@hotmail.com #===================================================================== #=====================================================================
=begin
class <class name> #This can be anything but it should start with a capital letter def initialize end def id return <id> #This is the ID of the item you want the scroll to be related to.. end def item_related return $data_items[id] end def name return <name> #The name of the scroll, you should name it like #the item the scroll is related to although you can change it # don't forget to put BETWEEN 2 QOUTE MARKZ end end =end #===================================================================== #=====================================================================
end class Set_Item_Scrolls def initialize #Set the items related to the scrolls here $data_items[1].scroll = Scrolls::Water_Scroll.new $data_items[2].scroll = Scrolls::Fire_Scroll.new $data_items[5].scroll = Scrolls::Blaze_Scroll.new $data_items[6].scroll = Scrolls::Ice_Scroll.new end end InstructionsAdd the first scroll above main and add th other two below it.. Follow the instructions in the script.. And dont forget to set the Scroll Related items to the first attribute, and you preferably should name it "Scroll".. Credits and Thanks- Blizzard - For his slice_text add-on to the Window_Base Class
- Zeriab for his.... tipz >_>
Author's NotesIf you experience any problems regarding the script please try the demonstration first, if you STILL have problems feel free to PM or contact me through MSN live messenger ... my e-mail denarto0o0@hotmail.com
This post has been edited by Dark Dragon: Feb 1 2008, 02:41 PM
__________________________
وَلَقَدْ يَسَّرْنَا الْقُرْآنَ لِلذِّكْرِ فَهَلْ مِن مُّدَّكِرٍ  I have noticed that kewlness is mainly based on the behaviour of the kewl person, it doesnt matter wether u kewl or u nt kewl lol omg I smell n00by, but is me ?
|
|
|
|
|
|
|
|
|
Jan 27 2008, 01:54 AM
|

Level 8

Group: Revolutionary
Posts: 116
Type: Event Designer
RM Skill: Skilled

|
Yep, but you'll have to follow the instructions  Sorry but you'll have to edit the scrolls using the RGSS editor along with the "items" in the Database mate.. I tried to make it as simple as possible.. Check out the demo it will explain everything
__________________________
وَلَقَدْ يَسَّرْنَا الْقُرْآنَ لِلذِّكْرِ فَهَلْ مِن مُّدَّكِرٍ  I have noticed that kewlness is mainly based on the behaviour of the kewl person, it doesnt matter wether u kewl or u nt kewl lol omg I smell n00by, but is me ?
|
|
|
|
|
|
|
|
|
Feb 3 2008, 05:36 PM
|

Looking for scripter to hire? PM me *O*

Group: +Gold Member
Posts: 1,038
Type: Scripter
RM Skill: Undisclosed

|
@Koru Chan I think you may try to add scroll4 in every line same as scroll2 and scroll3 Anyway, wait for the owner is better~^^ @Dark Dragon Nice Script~^^ I never script this long  (Maybe I need to try one in the future)
__________________________
Check out my NEW blog!!! MVP (Most Valuable Poster) Award 2008 
|
|
|
|
|
|
|
|
|
Feb 4 2008, 04:35 AM
|

Level 8

Group: Revolutionary
Posts: 116
Type: Event Designer
RM Skill: Skilled

|
Thanks everyone  Koru-Chan you can't just set that up, it will require LOTS of edits, I can do it for you exclusive if you want though  3 sounded like a nice number so I went on with it, if you really need four tell me..
__________________________
وَلَقَدْ يَسَّرْنَا الْقُرْآنَ لِلذِّكْرِ فَهَلْ مِن مُّدَّكِرٍ  I have noticed that kewlness is mainly based on the behaviour of the kewl person, it doesnt matter wether u kewl or u nt kewl lol omg I smell n00by, but is me ?
|
|
|
|
|
|
|
|
|
Mar 2 2008, 02:45 PM
|

Group: Member
Posts: 4
Type: Musician
RM Skill: Masterful

|
How can you make it so the scrolls can do things like: Add or removes stat points (defense, agility) Activate a state (POW up, paralysis, confusion) permanently unless scroll is removed Cut MP usage in half (or something of that sort) Wonderful script by the way, I like it. Keep up the good work
|
|
|
|
|
|
|
|
|
Mar 13 2008, 02:41 AM
|

Group: Member
Posts: 1
Type: None
RM Skill: Undisclosed

|
QUOTE (jasonicus @ Jan 27 2008, 11:18 AM)  Good to see you have this up and running. I checked it out, pretty cool. I think I may try to add it as an option in the menu, would be better to have it that way. I've already done this. Here's the instructions: Open the script editor and go to Scene_Menu. Find this line "def create_command_window" Add a s7 option named "Scrolls", so it looks like so: CODE s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end s7 = "Scrolls" Then find the line CODE @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) Right under and add s7 wherever you want it to appear. I added mine just after s4, Status. CODE @command_window = Window_Command.new(160, [s1, s2, s3, s4, s7, s5, s6]) Almost done. Finally, find: CODE when 4 # Save $scene = Scene_File.new(true, false, false) And copy it, so it looks like so: CODE when 4 # Save $scene = Scene_File.new(true, false, false) when 4 # Save $scene = Scene_File.new(true, false, false) Update the first one to read: CODE when 4 # Scrolls $scene = Scroll_Scene.new And change the second 4 to 5, and 5 to 6. End result should be like so: CODE case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Scrolls $scene = Scroll_Scene.new when 5 # Save $scene = Scene_File.new(true, false, false) when 6 # End Game $scene = Scene_End.new Extra: If you want to return to the menu when exiting the scroll screen, find inside Main_Scroll_Script: CODE if Input.trigger?(Input::B) if @window_scroll.active Magica.new $scene = Scene_Map.new and replace $scene=Scene_Map.new with: play.Sound_cancel $scene=Scene_Menu.new(4) You'll also want to enter Scene_File and Scene_End and find their Scene_Menu.new(x) lines and increase x by 1 so that your cursor remains on that option once exiting out. Failure to do so will cause the selection to move up one when returning from either of those two options. By changing all these (x) in all options to 0 the cursor will always begin back at the top of the menu when exiting from a screen. Those of you using the Basic Menu Plus script to add location and game time data to the menu will have a slightly harder time, however it can work as I currently use this combination. If someone needs to know the extra steps involved, PM me.
This post has been edited by AnalogMan: Mar 13 2008, 03:17 AM
|
|
|
|
|
|
|
|
|
Mar 21 2008, 12:36 PM
|
Group:
Posts: 0
Type: Writer
RM Skill: Undisclosed

|
Those were the words I was looking for
same as above would be cool, it's a shame everyone can use the scrolls, I'd like it to be a magical ability only known by a certain class
|
|
|
|
|
|
|
|
|
Mar 21 2008, 12:40 PM
|
Level 1

Group: Member
Posts: 7
Type: Event Designer
RM Skill: Skilled

|
When I said that I was thinking of scholars.
This post has been edited by drmac032: Mar 21 2008, 12:40 PM
|
|
|
|
|
|
|
|
|
Apr 6 2008, 08:09 AM
|

Level 8

Group: Revolutionary
Posts: 116
Type: Event Designer
RM Skill: Skilled

|
Hello people, I'm sorry I was away for so much time, life (HIGH SCHOOL IS A #%^%$) First off I'd like to thank Analog Man for saving me the time *thumbs up*  Now drmac and skye, those are minor detailed stuff you're talking about, so I couldn't put them in the script originally, I doubt the majority would want it like that. So I'll just make you this special edition and PM it, if anyone else needs it just PM me. Should take a couple of days though D= I'm having mid-term exams, I'll try to do it as fast As I can. Once again sorry people, and thank you Analog. And Kevin, I'm sorry but I didn't add those stuff, I might improve the script later, nice suggestions, thank you. <3 all
__________________________
وَلَقَدْ يَسَّرْنَا الْقُرْآنَ لِلذِّكْرِ فَهَلْ مِن مُّدَّكِرٍ  I have noticed that kewlness is mainly based on the behaviour of the kewl person, it doesnt matter wether u kewl or u nt kewl lol omg I smell n00by, but is me ?
|
|
|
|
|
|
|
|
|
Apr 14 2008, 04:49 PM
|
Level 1

Group: Member
Posts: 7
Type: Event Designer
RM Skill: Skilled

|
Thanks!
|
|
|
|
|
|
|
|
|
Jun 27 2008, 06:17 PM
|
Jack of all trades

Group: Revolutionary
Posts: 118
Type: Developer
RM Skill: Skilled

|
I actually didn't notice until I checked it again to see if it was true. That's pretty messed up stuff.
__________________________
Currently working on:
Underground Syndicate (mafioso/modern type RPG) Mind Maze (old school dungeon crawler with a different feel) Dragon Adventure (Dragon Quest type fangame with more customization) Dark Grind (Survival horror RPG)
|
|
|
|
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
RPG RPG Revolution is an Privacy
Policy and Legal
|
|