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> Tomoaky SRPG2 v1.0121, tactical battle system
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new
post Mar 9 2011, 08:06 AM
Post #1



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Type: Designer
Alignment: Chaotic Evil




RPG Maker VX RGSS2_SRPG2 v1.0121
SRPG2 by tomoaky
original script site
(english translation by momo)


Terms and Conditions
This script can only be used for non-commercial games.
Script modifications are allowed. If so, credit must be given to original author.
Always link back to home site: http://hikimoki.web.infoseek.co.jp/
Compatibility issues is not supported by the original author.
Feel free to report bugs and suggestions at the website


Introduction
This battle system was created by tomoaky. It has many features including that of Fire Emblem (Talk), Final Fantasy Tactics (Set Face Direction), Advance Wars (Terrain effects).

Features
Spoiler:

-Easy to use!
-Talk
-Counterattack
-Assist
-Backattack
-Float (ignore tiles passability)
-Spider (Water walk)
-Submarine (Water only)
-Berserk
-Reflect
-Mana Shield
-Zombie
-Don't evade
-Don't move
-Don't act
-Guts
-Overweight
-Knockback
-Immobile skills
-Pierce skills (cannot be reflected)
-Steal
-Scene Organization for Missions
-Setup Terrain effects
-lots of customizations for skills/items/weapons/armors/enemies!
-Easy to manage SRPG Battle Scene with only 1 event


Screenshots




How to Use
An english manual is included inside the demo.

Download Demo

english version RGSS2_SRPG2 v1.0121 by momo

Note: Demo contains 2 optional scripts! Card Slot (i translated to english too) and Job Level. Delete if you do not wish to use.

PATCHES

1. Toggle talk and enable to use YERD_EquipSkills
Spoiler:
CODE

module TSRPG
   USE_TALK = false
end

class Window_Action < Window_Selectable
    def refresh
    @data = []
    @data.push($data_skills[1])
    for skill in @actor.equipped_skills
      next unless skill.battle_ok?
      @data.push(skill)
      self.index = @data.size - 1 if skill.id == @actor.last_skill_id
    end
    @data.push($data_skills[2]) if TSRPG::USE_TALK
    @data.push($data_skills[3])
    @item_max = @data.size
    create_contents
    for i in 0...@item_max do draw_item(i) end
  end
end


2. Hide 0 priority icon by Ice Dragon
Spoiler:
CODE
# Hide 0 priority icon

class Window_Base < Window

  def draw_actor_state(actor, x, y, width = 96)
    count = 0
    for state in actor.states
      next unless state.priority > 1
      draw_icon(state.icon_index, x + 24 * count, y)
      count += 1
      break if (24 * count > width - 24)
    end
  end
end


3. Always 100 EXP needed
Spoiler:
CODE
# Always 100 EXP needed
class Game_Actor < Game_Battler

  def make_exp_list
    @exp_list[1] = @exp_list[100] = 0
    for i in 2..99
      @exp_list[i] = @exp_list[i-1] + 100
    end
  end
  
end


4. Hide 0 MP Cost
Spoiler:
CODE
# Hide 0 MP Cost
class Window_Action < Window_Selectable
  
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    skill = @data[index]
    if skill != nil
      rect.width -= 4
      enabled = @actor.skill_can_use?(skill)
      draw_item_name(skill, rect.x, rect.y, enabled)
      cost = @actor.calc_mp_cost(skill) # get skill cost
      if cost == 0
        self.contents.draw_text(rect, "", 2)
      else
        self.contents.draw_text(rect, cost, 2)
      end
    end
  end
  
end



Other Script Compatibilities
1. YERD Enemy Level Control
2. IEX Random Enemy names (you need patch below by Ice Dragon)
Spoiler:
CODE
################################################################################
# SRPG Patch
################################################################################

class Game_Srpg < Game_Map

  #--------------------------------------------------------------------------
  # * Creates the name for the enemies
  #--------------------------------------------------------------------------
  alias icy_make_unique_more_names make_unique_names unless $@
  def make_unique_names
    list_o_names = []
    #runs original
    icy_make_unique_more_names
    for event in @enemy_list
      enemy = event.unit
      next if enemy == nil
      if enemy.name_catergory == nil
        enemy.void_name_change = true
        next
      end
      rand_name = IEX::ENEMY_NAMES.get_random_name(enemy.name_catergory, list_o_names)
      if rand_name == nil
        enemy.void_name_change = true
        next
      end
      enemy.icy_ran_name = rand_name
      list_o_names.push(rand_name)
    end
  end
  
end

3. YERD Extra Eqp Options [works]
4. KGC Extend Eqp Scene [works]
5. KGC Eqp Extension [works]
6. Mithran Adv States [works]
7. CAOCAO SOFT Actor Inventory (link) (use patch below by IceDragon)
Spoiler:
CODE
# // Cacao Item Inventory SRPG patch by IceDragon
class Game_Battler
  def has_item?( item ); false; end
end

class Game_Actor
  
  def item_can_use?( item )
    return false unless item.is_a?( RPG::Item )
    return false if item_number( item ) == 0
    if $game_temp.in_battle or $game_temp.in_srpg
      if item.nomove?    # 移動不可アイテムならば移動済みの場合に使用不可
        return false if $scene.event != nil and $scene.event.move_end
      end
      return item.battle_ok?
    else
      return item.menu_ok?
    end
  end

  def has_item?( item )
    return false unless item.is_a?( RPG::Item )
    return item_number( item ) == 0
  end
  
end

class Window_Item
  
  attr_accessor :target
  
  def item_can_use?( obj )
    return false unless obj.is_a?( RPG::Item )
    return @target.item_can_use?( obj )
  end
  
end

class Scene_Srpg < Scene_Base
  
  def open_item_window( event )
    @item_window.target = event.unit
    @item_window.refresh
    @item_window.open()
    @item_window.active = true
    @help_window.visible = true
  end
  
  def update_item_window
    if Input.trigger?(Input::C)     # Cボタンが押された
      if not @item_window.item_can_use?(@item_window.item)
        Sound.play_buzzer
      else
        Sound.play_decision
        @event.unit.action.set_item(@item_window.item.id)
        change_scene_state(4)         # シーンの状態をアイテム位置選択に変更
      end
    elsif Input.trigger?(Input::B)  # Bボタンが押された
      Sound.play_cancel
      change_scene_state(60)        # シーンの状態をキャラコマンドに変更
    end
  end
  
  def change_scene_state( id, index=0 )
    $game_srpg.scene_state = id
    case id
    when 0    # neutral
      @menu_window.close_ex                 # メニューウィンドウを閉じる
      @command_window.close_ex              # コマンドウィンドウを閉じる
      @unit_window.close_ex                 # ユニットウィンドウを閉じる
      @spriteset.clear_flash                # エリア表示をクリア
    when 1    # select state moving position
      @command_window.close_ex              # コマンドウィンドウを閉じる
      make_movable_cell                     # 移動可能範囲を作成
      check_effect_cell                     # 効果範囲の作成
      @spriteset.refresh_area               # エリア表示の更新
      @message_mini_window.refresh("Select a Destination", 60)
    when 2..4 # attack/skill/item conditions
      check_attack_cell                     # 攻撃可能範囲の作成
      check_effect_cell                     # 効果範囲の作成
      @skill_window.close_ex                # スキルウィンドウを閉じる
      @item_window.close_ex                 # アイテムウィンドウを閉じる
      @help_window.visible = false          # ヘルプウィンドウを非表示にする
      @spriteset.refresh_area               # エリア表示の更新
    when 5    # select orientation
      focus_event(@event)
      check_attack_cell                     # 攻撃可能範囲の作成
      check_effect_cell                     # 効果範囲の作成
      @spriteset.refresh_area               # エリア表示の更新
      @message_mini_window.refresh("Set Face Direction", 60)
    when 50   # status menu command
      open_menu_window(index)
      @unit_window.close_ex                 # ユニットウィンドウを閉じる
      @info_window.close
      @message_mini_window.close
    when 51   # end turn confirmation
      @menu_window.close_ex
      @message_mini_window.refresh("End your turn?", 999999)
    when 52,54  # list of selected state or target state
      @menu_window.close_ex
      @unit_window.refresh
      @last_focus_x = @cursor_x
      @last_focus_y = @cursor_y
    when 53   # information state strategy
      @info_window.refresh(nil)
      @menu_window.active = false
    when 55   # waiting confirmation
      @command_window.close_ex              # close command window
      @message_mini_window.refresh("Set this unit to wait?", 999999)
    when 60   # command state character
      open_command_window(@event, index)
      @skill_window.close_ex
      @item_window.close_ex
      @info_window.close
      @help_window.visible = false
    when 61   # state skill window
      open_skill_window(@event)             # スキルウィンドウの作成
      @command_window.close_ex              # コマンドウィンドウを閉じる
      @spriteset.clear_flash                # エリア表示をクリア
    when 62   # item window status
      open_item_window(@event)              # アイテムウィンドウを開く
      @command_window.close_ex              # コマンドウィンドウを閉じる
      @spriteset.clear_flash                # エリア表示をクリア
    when 63   # state unit status
      @info_window.refresh(@event)
      @command_window.active = false        # コマンドウィンドウを非アクティブに
    when 70   # check the state action
      @skill_window.close_ex                # スキルウィンドウを閉じる
      @item_window.close_ex                 # アイテムウィンドウを閉じる
      @help_window.visible = false          # ヘルプウィンドウを非表示にする
      @spriteset.refresh_area               # エリア表示の更新
      refresh_status_window_attack(@cursor_x, @cursor_y)  # ステータスウィンドウの更新
      @message_mini_window.refresh("Confirm action?", 999999)
    end
  end

  def execute_action_obj(targets)
    level = 0
    animation_lock = false
    obj = @event.unit.action.obj
    if obj.double_anime > 0         # ダブルアニメーション
      @event.animation_id = obj.double_anime
      wait_for_animation              # アニメーション終了待ち
    end
    for event in targets
      @event.back_attack?(event)    # 背後を取っているかチェック
      if obj.is_a?(RPG::Skill)      # スキルの場合
        @event.unit.mp -= @event.unit.calc_mp_cost(obj) if level == 0 # MP消費
        if obj.id == 2                              # 会話
          talk(event)
          return @event.unit.level  # 自分のレベルを返す
        elsif obj.id == 3                           # 防御
          execute_action_guard
          return @event.unit.level-5  # 自分のレベルを返す
        end
        if event.unit.reflect?                      # 魔法反射
          if obj.spi_f > 0 and not obj.physical_attack and
             not obj.pierce? and @event.id != event.id
            event.animation_id = TSRPG::ANIME_REFLECT
            wait_for_animation      # アニメーション終了待ち
            level += @event.unit.level
            targets.push(@event)
            next
          end
        end
        event.unit.skill_effect(@event.unit, obj)   # スキルの効果適用
      else                          # アイテムの場合
        event.unit.consume_item(obj) if level == 0 # アイテム消費
        event.unit.item_effect(@event.unit, obj)    # アイテムの効果適用
      end
      if event.unit.hp_damage > 0
        steal(event) if rand(100) < obj.steal_rate  # 盗む
        knock_back(event, obj)                      # ノックバック
      end
      @event.move_end = true if obj.nomove?         # 移動不可
      event.reset if obj.for_dead_friend?           # 蘇生処理
      animation_lock = set_animation(event, @event, obj) unless animation_lock
      @message_mini_window.refresh(obj.name)        # スキル(アイテム)名表示
      set_popup(event, @event)
      event.damage(@event)
      event.refresh_state                           # キャラクターの状態を更新
      if obj.common_event_id > 0                    # コモンイベント
        $game_temp.common_event_id = obj.common_event_id
        $game_temp.common_event_user = @event.id
      end
      level += (event.unit.level == 0 ? @event.unit.level : event.unit.level)
    end
    return level / targets.size  # 行動対象の平均レベルを返す
  end

end




FAQ

Q: Hey new! i got error how do i fix this?
A: i only made the translation. try as i may, those are the only instructions i found. that really leaves to any user learning the battle system.

Q: My game freezes/lags everytime i choose the move command for a unit! (asked by Lampjelly)
A: That's because you didn't set the agility parameter of the actor/monster correctly (value too high). Read again : agility is treated as move power
The simple solution for your problem is to set the agility with the right value when making a new project.

Q: How to recruit a unit after talking to the unit which was a former enemy/npc/pnpc? (asked by Pinky)
A: okay I have recently figured how to convert enemy units to ally.
1. Do not set an event as enemy via event name, instead use the script call set_enemy in your turn_manager event.
2. On that recruitable event, place this in order:
CODE
                >script:delete-event(event)
                  >add party member(actor)
                  >script:$game_system.srpg_member.push(n+1)
                  >script:set_actor(event,actor)
                  >script:focus_event(event)


Q: How to transfer the player to another map instead of returning to the original/return map after the SRPG Scene? (asked by Pinky)
A:
Spoiler:


Q: You said, script modifications are allowed, can you give examples?
A: Sure thing, i found 3, well one is my own project. here are youtube videos.

1.CotW SRPG2
2.Korean mod TRPG
3.SRPG with KGC Scripts and STR Scripts
4.Legend of Erthia

Q: I saw an SRPG3D at the site, why didn't you translate that?
A: because it keeps getting updated with new features.

Q: Is this the latest version?
A: check the home site for updates

versions:
1.SRPG3D
2.SRPG2
3.SRPG

Q: How do you do this and that?
A: I've only included the instructions I found in the site and inside the japanese demo. And I feel they are good enough to let anyone know how to use the battle system.

Q: Some of your translations seem wrong..
A: Well, the basic function and display are in english. if some instructions seem vague, not my concern. besides, why not correct those minor things yourself.

Q: how do you use RULE FLAGS and RULE OPTIONS?
A: here's a clear tip when assigning RULE FLAG and RULE OPTIONS

Spoiler:
QUOTE
1. RULE FLAGS have values 1,2,4,6,8,16. all binary.
2. RULE OPTIONS equal to the number of turns to comply.
3. Add the necessary RULE FLAG values to get the win conditions displayed in the information window.
1 = defeat all enemies
2 = all allies defeated (just include this)
4 = survive for n turns
8 = finish in n turns
16 = hurry to target point

so for example, in the demo, the RULE FLAG = 3, then the game checks that when all foes/ allies are defeated, the battle ends.

another example, i want that the battle ends when all foes and allies are defeated, plus reach target point, i set the RULE FLAG to 19. Why?
simply because 1 + 2 + 16 = 19. then RULE OPTION = 0, since there is no turn limit.

another example, i want that the battle ends when all foes and allies are defeated, plus surviving for 10 turns, i set the RULE FLAG to 7. Why?
simply because 1 + 2 + 4 = 7. then RULE OPTION = 10, for 10 turns.


Q: Can you add custom commands in the options window like Save, Load, To Title besides the End Turn, Unit List, Information?
A: yes. you can do this easily by editting the command window script

Credit and Thanks
- new (momo) -> english translation
- tomoaky -> maker of the script

Author's Notes
Enjoy using this script. Hopefully more RMVX SRPG games be made out there.

This post has been edited by new: Oct 17 2011, 01:49 PM


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Jasonicus
post Mar 9 2011, 11:25 AM
Post #2


Old Friend
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Type: Writer
Alignment: Chaotic Neutral




Well, this is a nice surprise. Gonna have to try this one out for kicks.


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Getdizzy
post Mar 9 2011, 07:44 PM
Post #3



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Type: Undisclosed
Alignment: Unaligned




Yeah, I was pretty stoked about it when he told me in the irc he was going to translate the instructions. I might get around to playing with it some when I'm not busy with shit tons of other stuff ;_;
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IceDragon
post Mar 10 2011, 02:08 AM
Post #4


I demand cookies.
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Type: Coder
Alignment: Neutral Good




O.O" Holy Shiznit.
I got to take the time to appreciate this....

Okay done, this is a top notch TBS. :3 I may write a few addons for this in the future.

new, tell Tomokay, he's awesome, and we appreciate all his scripts.

Also well done with Translating.


--------------------
Spoiler:





To be Hexa-fied


Spoiler:
Other/Reminders--
Support your cookie loving dragon!

CODE
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http://www.rpgmakervx.net/index.php?showto...amp;#entry48215 HA AUTOTILES
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Zetu
post Mar 10 2011, 02:20 AM
Post #5


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




Up until now, I have not been able to find a TBS I've liked. <3
This is amazing. Thank's new for translating this amazing masterpiece.


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Retired-Pine
post Mar 10 2011, 04:42 AM
Post #6


Not a democracy
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Type: Spriter
Alignment: Lawful Evil




I think Gubid's is still more customizable. Which makes this ideal for simpler tasks.

In terms of a real TBS I think Gubid still reigns supreme


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Spoiler:




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Spoiler:

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jaydee15
post Mar 10 2011, 06:47 AM
Post #7


Something coherent... Also Muscle Milk
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Type: Writer
Alignment: Lawful Good




I have to say, I second what PinedaVX said: GubiD's TBS is and looks simpler to use. And I must add that it is less fancy, too.


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Jasonicus
post Mar 10 2011, 09:34 AM
Post #8


Old Friend
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Type: Writer
Alignment: Chaotic Neutral




Who cares? It's still an option if people don't want to use Gubids.


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gagay
post Mar 10 2011, 10:31 AM
Post #9


Prinny
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Alignment: True Neutral




QUOTE (IceDragon @ Mar 10 2011, 03:08 AM) *
O.O" Holy Shiznit.
I got to take the time to appreciate this....

Okay done, this is a top notch TBS. :3 I may write a few addons for this in the future.

new, tell Tomokay, he's awesome, and we appreciate all his scripts.

Also well done with Translating.


I want to write some addons too!! But... absolutely no time for scripting currently sad.gif Ouin Ouin sad.gif


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new
post Mar 10 2011, 02:12 PM
Post #10



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Alignment: Chaotic Evil




can't wait to see add-ons for this. the add-on script card slot too has lot of potentials.

This post has been edited by new: Mar 10 2011, 02:32 PM


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Halik
post Mar 10 2011, 05:17 PM
Post #11



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Type: Designer
Alignment: Neutral Good




Good job with the translation!
I had done one too for personal use, never released it because it was translated with google translator. (biggrin.gif)

Good to see it translated.

Bloody nice work mate!


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jaydee15
post Mar 10 2011, 07:40 PM
Post #12


Something coherent... Also Muscle Milk
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Type: Writer
Alignment: Lawful Good




QUOTE (Jasonicus 2.0 @ Mar 10 2011, 02:34 AM) *
Who cares? It's still an option if people don't want to use Gubids.


Very true. I will keep that in mind. The videos are nice, though.


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new
post Mar 10 2011, 10:14 PM
Post #13



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Type: Designer
Alignment: Chaotic Evil




the videos just prove how much one can do with tomoaky's SRPG2 as base.


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shikami
post Mar 10 2011, 11:18 PM
Post #14



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wew.. i wish there's more translated tomoaky's script like shooting script maybe biggrin.gif
like this script =3= b
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Pinky
post Mar 10 2011, 11:30 PM
Post #15



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Type: Artist
Alignment: Chaotic Good




I have to say this script is really good. I played with the Japanese demo a little bit awhile back. Haven't tried the English demo yet just downloaded and will try it right away. Thank you for translating this awsome script!

This post has been edited by Pinky: Mar 10 2011, 11:30 PM
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new
post Mar 11 2011, 12:12 AM
Post #16



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i have many english translated tomoaky scripts lol

EDIT: i missed my 1000th post which is it? >.<

This post has been edited by new: Mar 11 2011, 12:13 AM


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Pinky
post Mar 11 2011, 02:14 AM
Post #17



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You have a lot of translated tomoaky scripts that's cool. By the way I noticed with this TBS you cannot add party member normally. How do you make it so that you can talk to an enemy or npc with a certian character and add that enemy or npc to your party after talking to him or her like in Fire Emblem? Also is there away to have battle seqences when attacking like in Fire Emblem I noticed the Korean mod project did this some how, how do you do that as well?

This post has been edited by Pinky: Mar 11 2011, 02:17 AM
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Retired-Pine
post Mar 11 2011, 03:25 AM
Post #18


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Don't get me wrong, this is pretty neat. I just like gubid's better


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post Mar 11 2011, 08:39 AM
Post #19



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@ pinky: you event the recruiting, there's a script call for adding changing units into allies or enemies, check the demo map "Defeat Orcs!". after talking, be sure to change the event page to another page self-switch ON. it's eventing. a page with a self-switch D is ON is for the event page when a unit is K.O. if you see my project CotW, it's a test map for recruiting members during SRPG. you can event recruiting, but not a summoning skill. the korean mod, i do not know how to create that, it's an example of what one can do with tomoaky's script.


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Pinky
post Mar 11 2011, 11:44 AM
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Thank you very much. I'll check it right away.

EDIT: I'm sorry I'm confused I looked at the defeat the orcs map and found no script commands in the events that add characters. I also looked at the instructions about script calls and don't know which ones to use?

This post has been edited by Pinky: Mar 11 2011, 12:18 PM
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