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shadow7396

Script Issue.

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I  have a script i need help with. Here it is:

 

 

#==============================================================================

# ** Multiple Message Windows
#------------------------------------------------------------------------------
# Wachunga
# 1.1
# 2006-11-10
# See https://github.com/w...message-windows for details
#==============================================================================
#==============================================================================
# Settings
#==============================================================================
# filename of message tail used for speech bubbles
# must be in the Graphics/Windowskins/ folder
FILENAME_SPEECH_TAIL = "blue-speech_tail.png"
# note that gradient windowskins aren't ideal for tails
# filenames of message tail and windowskin used for thought bubbles
# must also be in the Graphics/Windowskins/ folder
FILENAME_THOUGHT_TAIL = "white-thought_tail.png"
FILENAME_THOUGHT_WINDOWSKIN = "white-windowskin.png"
# used for message.location
TOP = 8
BOTTOM = 2
LEFT = 4
RIGHT = 6
class Game_Message
# Any of the below can be changed by a Call Script event during gameplay.
# E.g. turn letter-by-letter mode off with: message.letter_by_letter = false
attr_accessor :move_during
attr_accessor :letter_by_letter
attr_accessor :text_speed
attr_accessor :skippable
attr_accessor :resize
attr_accessor :floating
attr_accessor :autocenter
attr_accessor :show_tail
attr_accessor :show_pause
attr_accessor :location
attr_accessor :font_name
attr_accessor :font_size
attr_accessor :font_color
attr_accessor :font_color_thought
def initialize
# whether or not messages appear one letter at a time
@letter_by_letter = true
# note: can also change within a single message with \L
# the default speed at which text appears in letter-by-letter mode
@text_speed = 1
# note: can also change within a single message with \S[n]
# whether or not players can skip to the end of (letter-by-letter) messages
@skippable = true
# whether or not messages are automatically resized based on the message
@resize = true
# whether or not message windows are positioned above
# characters/events by default, i.e. without needing \P every message
# (only works if resize messages enabled -- otherwise would look very odd)
@floating = true
# whether or not to automatically center lines within the message
@autocenter = true
# whether or not event-positioned messages have a tail (for speech bubbles)
# (only works if floating and resized messages enabled -- otherwise would
# look very odd indeed)
@show_tail = true
# whether or not to display "waiting for user input" pause graphic
# (probably want this disabled for speech bubbles)
@show_pause = false
# whether the player is permitted to move while messages are displayed
@move_during = true
# the default location for floating messages (relative to the event)
# note that an off-screen message will be "flipped" automatically
@location = TOP
# name of font to use for text (any TrueType from Windows/Fonts folder)
@font_name = Font.default_name
# note that you can use an array of fonts to specify multiple
# e.g. ['Verdana', 'MS PGothic']
# (if Verdana is not available, MS PGothic will be used instead)
# font size for text (default is 22)
@font_size = Font.default_size
# default font color (same 0-7 as for \c[n])
@font_color = 0
# font color used just for thought bubbles (\@)
@font_color_thought = 1
end
end
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
def initialize(msgindex)
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
self.z = 9000 + msgindex * 5 # permits messages to overlap legibly
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@msgindex = msgindex
@tail = Sprite.new
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
else
# don't use cached version or else all tails
# are rotated when multiple are visible at once
Bitmap.new("Graphics/Windowskins/"+FILENAME_SPEECH_TAIL)
end
# keep track of orientation of tail bitmap
if @tail.bitmap.orientation == nil
@tail.bitmap.orientation = 0
end
# make origin the center, not top left corner
@tail.ox = @tail.bitmap.width/2
@tail.oy = @tail.bitmap.height/2
@tail.z = 9999
@tail.visible = false
@windowskin = $game_system.windowskin_name
@font_color = $game_system.message.font_color
@update_text = true
@letter_by_letter = $game_system.message.letter_by_letter
@text_speed = $game_system.message.text_speed
# id of character for speech bubbles
@float_id = nil
# location of box relative to speaker
@location = $game_system.message.location
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
def dispose
terminate_message
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# have to check all windows before claiming that no window is showing
if $game_temp.message_text.compact.empty?
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
$game_temp.message_window_showing = false
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
if @input_number_window != nil
@input_number_window.dispose
end
super
end
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# Clear showing flag
@contents_showing = false
# Clear variables related to text, choices, and number input
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@tail.visible = false
# note that these variables are now indexed arrays
$game_temp.message_text[@msgindex] = nil
# Call message callback
if $game_temp.message_proc[@msgindex] != nil
# make sure no message boxes are displaying
if $game_temp.message_text.compact.empty?
$game_temp.message_proc[@msgindex].call
end
$game_temp.message_proc[@msgindex] = nil
end
@update_text = true
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
def refresh
self.contents.clear
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@x = @y = 0 # now instance variables
@float_id = nil
@location = $game_system.message.location
@windowskin = $game_system.windowskin_name
@font_color = $game_system.message.font_color
@line_widths = nil
@wait_for_input = false
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
else
Bitmap.new("Graphics/Windowskins/"+FILENAME_SPEECH_TAIL)
end
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
@tail.bitmap.orientation = 0 if @tail.bitmap.orientation == nil
@text_speed = $game_system.message.text_speed
@letter_by_letter = $game_system.message.letter_by_letter
@delay = @text_speed
@player_skip = false
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
@cursor_width = 0
# Indent if choice
if $game_temp.choice_start == 0
@x = 8
end
# If waiting for a message to be displayed
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
if $game_temp.message_text[@msgindex] != nil
@text = $game_temp.message_text[@msgindex] # now an instance variable
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Control text processing
begin
last_text = @text.clone
@text.gsub!(/\\[Vv][Aa][Rr]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@text.gsub!(/\\[Nn]\[[Ee]([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
# Change "\\MAP" to map name
@text.gsub!(/\\[Mm][Aa][Pp]/) { $game_map.name }
# Change "\\L" to "\003" (toggle letter-by-letter)
@text.gsub!(/\\[Ll]/) { "\003" }
# Change "\\S" to "\004" (text speed)
@text.gsub!(/\\[ss]\[([0-9]+)\]/) { "\004[#{$1}]" }
# Change "\\D" to "\005" (delay)
@text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\005[#{$1}]" }
# Change "\\!" to "\006" (self close)
@text.gsub!(/\\[!]/) { "\006" }
# Change "\\?" to "\007" (wait for user input)
@text.gsub!(/\\[?]/) { "\007" }
# Change "\\B" to "\010" (bold)
@text.gsub!(/\\[bb]/) { "\010" }
# Change "\\I" to "\011" (italic)
@text.gsub!(/\\[ii]/) { "\011" }
# Get rid of "\\@" (thought bubble)
if @text.gsub!(/\\[@]/, "") != nil
@windowskin = FILENAME_THOUGHT_WINDOWSKIN
@font_color = $game_system.message.font_color_thought
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_THOUGHT_TAIL)
else
Bitmap.new("Graphics/Windowskins/"+FILENAME_THOUGHT_TAIL)
end
@tail.bitmap.orientation = 0 if @tail.bitmap.orientation == nil
end
# Get rid of "\\+" (multiple messages)
@text.gsub!(/\\[+]/, "")
# Get rid of "\\^", "\\v", "\\<", "\\>" (relative message location)
if @text.gsub!(/\\\^/, "") != nil
@location = 8
elsif @text.gsub!(/\\[Vv]/, "") != nil
@location = 2
elsif @text.gsub!(/\\[<]/, "") != nil
@location = 4
elsif @text.gsub!(/\\[>]/, "") != nil
@location = 6
end
# Get rid of "\\P" (position window to given character)
if @text.gsub!(/\\[Pp]\[([0-9]+)\]/, "") != nil
@float_id = $1.to_i
elsif @text.gsub!(/\\[Pp]\[([a-zA-Z])\]/, "") != nil and
$game_temp.in_battle
@float_id = $1.downcase
elsif @text.gsub!(/\\[Pp]/, "") != nil or
($game_system.message.floating and $game_system.message.resize) and
!$game_temp.in_battle
@float_id = $game_system.map_interpreter.event_id
end
if $game_system.message.resize or $game_system.message.autocenter
# calculate length of lines
text = @text.clone
temp_bitmap = Bitmap.new(1,1)
temp_bitmap.font.name = $game_system.message.font_name
temp_bitmap.font.size = $game_system.message.font_size
@line_widths = [0,0,0,0]
for i in 0..3
line = text.split(/\n/)[3-i]
if line == nil
next
end
line.gsub!(/[\001-\007](\[\w+\])?/, "")
line.chomp.split(//).each do |c|
case c
when "\000"
c = "\\"
when "\010"
# bold
temp_bitmap.font.bold = !temp_bitmap.font.bold
c = ''
when "\011"
# italics
temp_bitmap.font.italic = !temp_bitmap.font.italic
c = ''
end
@line_widths[3-i] += temp_bitmap.text_size©.width
end
if (3-i) >= $game_temp.choice_start
# account for indenting
@line_widths[3-i] += 8 unless $game_system.message.autocenter
end
end
if $game_temp.num_input_variable_id > 0
# determine cursor_width as in Window_InputNumber
# (can't get from @input_number_window because it doesn't exist yet)
cursor_width = temp_bitmap.text_size("0").width + 8
# use this width to calculate line width (+8 for indent)
input_number_width = cursor_width*$game_temp.num_input_digits_max
input_number_width += 8 unless $game_system.message.autocenter
@line_widths[$game_temp.num_input_start] = input_number_width
end
temp_bitmap.dispose
end
resize
reposition if @float_id != nil
self.contents.font.name = $game_system.message.font_name
self.contents.font.size = $game_system.message.font_size
self.contents.font.color = text_color(@font_color)
self.windowskin = RPG::Cache.windowskin(@windowskin)
# autocenter first line if enabled
# (subsequent lines are done as "\n" is encountered)
if $game_system.message.autocenter and @text != ""
@x = (self.width-40)/2 - @line_widths[0]/2
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
end
#--------------------------------------------------------------------------
# * Resize Window
#--------------------------------------------------------------------------
def resize
if !$game_system.message.resize
# reset to defaults
self.width = 480
self.height = 160
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 80 # undo any centering
return
end
max_x = @line_widths.max
max_y = 4
@line_widths.each do |line|
max_y -= 1 if line == 0 and max_y > 1
end
if $game_temp.choice_max > 0
# account for indenting
max_x += 8 unless $game_system.message.autocenter
end
self.width = max_x + 40
self.height = max_y * 32 + 32
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 320 - (self.width/2) # center
end
#--------------------------------------------------------------------------
# * Reposition Window
#--------------------------------------------------------------------------
def reposition
if $game_temp.in_battle
if "abcd".include?(@float_id) # must be between a and d
@float_id = @float_id[0] - 97 # a = 0, b = 1, c = 2, d = 3
return if $scene.spriteset.actor_sprites[@float_id] == nil
sprite = $scene.spriteset.actor_sprites[@float_id]
else
@float_id -= 1 # account for, e.g., player entering 1 for index 0
return if $scene.spriteset.enemy_sprites[@float_id] == nil
sprite = $scene.spriteset.enemy_sprites[@float_id]
end
char_height = sprite.height
char_width = sprite.width
char_x = sprite.x
char_y = sprite.y - char_height/2
else # not in battle...
char = (@float_id == 0 ? $game_player : $game_map.events[@float_id])
if char == nil
# no such character
@float_id = nil
return
end
# close message (and stop event processing) if speaker is off-screen
if char.screen_x <= 0 or char.screen_x >= 640 or
char.screen_y <= 0 or char.screen_y > 480
terminate_message
$game_system.map_interpreter.command_115
return
end
char_height = RPG::Cache.character(char.character_name,0).height / 4
char_width = RPG::Cache.character(char.character_name,0).width / 4
# record coords of character's center
char_x = char.screen_x
char_y = char.screen_y - char_height/2
end
params = [char_height, char_width, char_x, char_y]
# position window and message tail
vars = new_position(params)
x = vars[0]
y = vars[1]
# check if any window locations need to be "flipped"
if @location == 4 and x < 0
# switch to right
@location = 6
vars = new_position(params)
x = vars[0]
if (x + self.width) > 640
# right is no good either...
if y >= 0
# switch to top
@location = 8
vars = new_position(params)
else
# switch to bottom
@location = 2
vars = new_position(params)
end
end
elsif @location == 6 and (x + self.width) > 640
# switch to left
@location = 4
vars = new_position(params)
x = vars[0]
if x < 0
# left is no good either...
if y >= 0
# switch to top
@location = 8
vars = new_position(params)
else
# switch to bottom
@location = 2
vars = new_position(params)
end
end
elsif @location == 8 and y < 0
# switch to bottom
@location = 2
vars = new_position(params)
y = vars[1]
if (y + self.height) > 480
# bottom is no good either...
# note: this will probably never occur given only 3 lines of text
x = vars[0]
if x >= 0
# switch to left
@location = 4
vars = new_position(params)
else
# switch to right
@location = 6
vars = new_position(params)
end
end
elsif @location == 2 and (y + self.height) > 480
# switch to top
@location = 8
vars = new_position(params)
y = vars[1]
if y < 0
# top is no good either...
# note: this will probably never occur given only 3 lines of text
x = vars[0]
if x >= 0
# switch to left
@location = 4
vars = new_position(params)
else
# switch to right
@location = 6
vars = new_position(params)
end
end
end
x = vars[0]
y = vars[1]
tail_x = vars[2]
tail_y = vars[3]
# adjust windows if near edge of screen
if x < 0
x = 0
elsif (x + self.width) > 640
x = 640 - self.width
end
if y < 0
y = 0
elsif (y + self.height) > 480
y = 480 - self.height
elsif $game_temp.in_battle and @location == 2 and (y > (320 - self.height))
# when in battle, prevent enemy messages from overlapping battle status
# (note that it could still happen from actor messages, though)
y = 320 - self.height
tail_y = y
end
# finalize positions
self.x = x
self.y = y
@tail.x = tail_x
@tail.y = tail_y
end
#--------------------------------------------------------------------------
# * Determine New Window Position
#--------------------------------------------------------------------------
def new_position(params)
char_height = params[0]
char_width = params[1]
char_x = params[2]
char_y = params[3]
if @location == 8
# top
x = char_x - self.width/2
y = char_y - char_height/2 - self.height - @tail.bitmap.height/2
@tail.bitmap.rotation(0)
tail_x = x + self.width/2
tail_y = y + self.height
elsif @location == 2
# bottom
x = char_x - self.width/2
y = char_y + char_height/2 + @tail.bitmap.height/2
@tail.bitmap.rotation(180)
tail_x = x + self.width/2
tail_y = y
elsif @location == 4
# left
x = char_x - char_width/2 - self.width - @tail.bitmap.width/2
y = char_y - self.height/2
@tail.bitmap.rotation(270)
tail_x = x + self.width
tail_y = y + self.height/2
elsif @location == 6
# right
x = char_x + char_width/2 + @tail.bitmap.width/2
y = char_y - self.height/2
@tail.bitmap.rotation(90)
tail_x = x
tail_y = y + self.height/2
end
return [x,y,tail_x,tail_y]
end
#--------------------------------------------------------------------------
# * Update Text
#--------------------------------------------------------------------------
def update_text
if @text != nil
# Get 1 text character in c (loop until unable to get text)
while ((c = @text.slice!(/./m)) != nil)
# If \\
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
next
end
# If \G
if c == "\002"
# Make gold window
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# go to next text
next
end
# If \L
if c == "\003"
# toggle letter-by-letter mode
@letter_by_letter = !@letter_by_letter
# go to next text
next
end
# If \S[n]
if c == "\004"
@text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0
@text_speed = speed
# reset player skip after text speed change
@player_skip = false
end
return
end
# If \D[n]
if c == "\005"
@text.sub!(/\[([0-9]+)\]/, "")
delay = $1.to_i
if delay >= 0
@delay += delay
# reset player skip after delay
@player_skip = false
end
return
end
# If \!
if c == "\006"
# close message and return from method
terminate_message
return
end
# If \?
if c == "\007"
@wait_for_input = true
return
end
if c == "\010"
# bold
self.contents.font.bold = !self.contents.font.bold
end
if c == "\011"
# italics
self.contents.font.italic = !self.contents.font.italic
end
# If new line text
if c == "\n"
# Update cursor width if choice
if @y >= $game_temp.choice_start
width = $game_system.message.autocenter ? @line_widths[@y]+8 : @x
@cursor_width = [@cursor_width, width].max
end
# Add 1 to y
@y += 1
if $game_system.message.autocenter and @text != ""
@x = (self.width-40)/2 - @line_widths[@y]/2
else
@x = 0
# Indent if choice
if @y >= $game_temp.choice_start
@x = 8
end
end
# go to next text
next
end
# Draw text
self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size( c ).width
# add text speed to time to display next character
@delay += @text_speed unless !@letter_by_letter or @player_skip
return if @letter_by_letter and !@player_skip
end
end
# If choice
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# If number input
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x =
if $game_system.message.autocenter
offset = (self.width-40)/2-@line_widths[$game_temp.num_input_start]/2
self.x + offset + 4
else
self.x + 8
end
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
@update_text = false
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = 160
when 2 # down
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# transparent speech bubbles don't look right, so keep opacity at 255
# self.back_opacity = 160
@tail.opacity = 255
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
def update
super
# If fade in
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# return
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
# If inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# If message is being displayed
if @contents_showing
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Confirm or cancel finishes waiting for input or message
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
if @wait_for_input
@wait_for_input = false
self.pause = false
elsif $game_system.message.skippable
@player_skip = true
end
end
if need_reposition?
reposition # update message position for character/screen movement
if @contents_showing == false
# i.e. if char moved off screen
return
end
end
if @update_text and !@wait_for_input
if @delay == 0
update_text
else
@delay -= 1
end
return
end
# If choice isn't being displayed, show pause sign
if !self.pause and ($game_temp.choice_max == 0 or @wait_for_input)
self.pause = true unless !$game_system.message.show_pause
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Cancel
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# personal preference: cancel button should also continue
terminate_message
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
# Confirm
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
# If display wait message or choice exists when not fading out
if @fade_out == false and $game_temp.message_text[@msgindex] != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
if show_message_tail?
@tail.visible = true
elsif @tail.visible
@tail.visible = false
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# If message which should be displayed is not shown, but window is visible
if self.visible
@fade_out = true
self.opacity -= 48
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@tail.opacity -= 48 if @tail.opacity > 0
if need_reposition?
reposition # update message position for character/screen movement
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
if self.opacity == 0
self.visible = false
@fade_out = false
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@tail.visible = false if @tail.visible
# have to check all windows before claiming that no window is showing
if $game_temp.message_text.compact.empty?
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
$game_temp.message_window_showing = false
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
return
end
end
#--------------------------------------------------------------------------
# * Repositioning Determination
#--------------------------------------------------------------------------
def need_reposition?
if !$game_temp.in_battle and $game_system.message.floating and
$game_system.message.resize and @float_id != nil
if $game_system.message.move_during and @float_id == 0 and
(($game_player.last_real_x != $game_player.real_x) or
($game_player.last_real_y != $game_player.real_y))
# player with floating message moved
# (note that relying on moving? leads to "jumpy" message boxes)
return true
elsif ($game_map.last_display_y != $game_map.display_y) or
($game_map.last_display_x != $game_map.display_x)
# player movement or scroll event caused the screen to scroll
return true
else
char = $game_map.events[@float_id]
if char != nil and
((char.last_real_x != char.real_x) or
(char.last_real_y != char.real_y))
# character moved
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Show Message Tail Determination
#--------------------------------------------------------------------------
def show_message_tail?
if $game_system.message.show_tail and $game_system.message.floating and
$game_system.message.resize and $game_system.message_frame == 0 and
@float_id != nil
return true
end
return false
end
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
if $game_system.message.autocenter
x = 4 + (self.width-40)/2 - @cursor_width/2
else
x = 8
end
self.cursor_rect.set(x, n * 32, @cursor_width, 32)
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
else
self.cursor_rect.empty
end
end
end
#------------------------------------------------------------------------------
class Game_Character
attr_reader :last_real_x # last map x-coordinate
attr_reader :last_real_y # last map y-coordinate
alias wachunga_game_char_update update
def update
@last_real_x = @real_x
@last_real_y = @real_y
wachunga_game_char_update
end
end
#------------------------------------------------------------------------------
class Game_Player < Game_Character
alias wachunga_mmw_game_player_update update
def update
# The conditions are changed so the player can move around while messages
# are showing (if move_during is true), but not if user is making a
# choice or inputting a number
# Note that this check overrides the default one (later in the method)
# because it is more general
unless moving? or
@move_route_forcing or
($game_system.map_interpreter.running? and
!$game_temp.message_window_showing) or
($game_temp.message_window_showing and
!$game_system.message.move_during) or
($game_temp.choice_max > 0 or $game_temp.num_input_digits_max > 0)
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
wachunga_mmw_game_player_update
end
end
#------------------------------------------------------------------------------
class Game_Temp
alias wachunga_mmw_game_temp_initialize initialize
def initialize
wachunga_mmw_game_temp_initialize
@message_text = []
@message_proc = []
end
end
#------------------------------------------------------------------------------
class Sprite_Battler < RPG::Sprite
# necessary for positioning messages relative to battlers
attr_reader :height
attr_reader :width
end
#------------------------------------------------------------------------------
class Scene_Battle
# necessary for accessing actor/enemy sprites in battle
attr_reader :spriteset
end
#------------------------------------------------------------------------------
class Spriteset_Battle
# necessary for accessing actor/enemy sprites in battle
attr_reader :actor_sprites
attr_reader :enemy_sprites
end
#------------------------------------------------------------------------------
class Scene_Map
# can't alias these methods unfortunately
# (SDK would help compatibility a little)
def main
# Make sprite set
@spriteset = Spriteset_Map.new
# Make message window
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@message_window = []
@message_window[0] = Window_Message.new(0)
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Transition run
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of sprite set
@spriteset.dispose
# Dispose of message window
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
for mw in @message_window
mw.dispose
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
def update
# Loop
loop do
# Update map, interpreter, and player order
# (this update order is important for when conditions are fulfilled
# to run any event, and the player isn't provided the opportunity to
# move in an instant)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# Update system (timer), screen
$game_system.update
$game_screen.update
# Abort loop if player isn't place moving
unless $game_temp.player_transferring
break
end
# Run place move
transfer_player
# Abort loop if transition processing
if $game_temp.transition_processing
break
end
end
# Update sprite set
@spriteset.update
# Update message window
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
for mw in @message_window
mw.update
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Change to title screen
$scene = Scene_Title.new
return
end
# If transition processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If showing message window
if $game_temp.message_window_showing
return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# If B button was pressed
if Input.trigger?(Input::B)
# If event is running, or menu is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# Set menu calling flag or beep flag
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
# Set debug calling flag
$game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
# Run calling of each screen
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# * New Message Window Addition
#--------------------------------------------------------------------------
def new_message_window(index)
if @message_window[index] != nil
# clear message windows at and after this index
last_index = @message_window.size - 1
last_index.downto(index) do |i|
if @message_window != nil
@message_window.dispose
@message_window = nil
end
end
@message_window.compact!
end
@message_window.push(Window_Message.new(index))
end
end
#------------------------------------------------------------------------------
class Scene_Battle
# can't alias these methods unfortunately
# (SDK would help compatibility a little)
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
@message_window = []
@message_window[0] = Window_Message.new(0)
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
for mw in @message_window
mw.dispose
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
for mw in @message_window
mw.update
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# * New Message Window Addition
#--------------------------------------------------------------------------
def new_message_window(index)
if @message_window[index] != nil
# clear message windows at and after this index
last_index = @message_window.size - 1
last_index.downto(index) do |i|
if @message_window != nil
@message_window.dispose
@message_window = nil
end
end
@message_window.compact!
end
@message_window.push(Window_Message.new(index))
end
end
#------------------------------------------------------------------------------
class Game_System
attr_reader :message
alias wachunga_mmw_game_system_init initialize
def initialize
wachunga_mmw_game_system_init
@message = Game_Message.new
end
end
#------------------------------------------------------------------------------
class Interpreter
attr_reader :event_id
alias wachunga_mmw_interp_setup setup
def setup(list, event_id)
wachunga_mmw_interp_setup(list, event_id)
# index of window for the message
@msgindex = 0
# whether multiple messages are displaying
@multi_message = false
end
def setup_choices(parameters)
# Set choice item count to choice_max
$game_temp.choice_max = parameters[0].size
# Set choice to message_text
for text in parameters[0]
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# just add index for array
$game_temp.message_text[@msgindex] += text + "\n"
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
# Set cancel processing
$game_temp.choice_cancel_type = parameters[1]
# Set callback
current_indent = @list[@index].indent
$game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
end
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
# If other text has been set to message_text
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
if $game_temp.message_text[@msgindex] != nil
if @multi_message
@msgindex += 1
$scene.new_message_window(@msgindex)
else
# End
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
return false
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
end
@msgindex = 0 if !@multi_message
@multi_message = false
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# Set message end waiting flag and callback
@message_waiting = true
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# just adding indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Set message text on first line
$game_temp.message_text[@msgindex] = @list[@index].parameters[0] + "\n"
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
line_count = 1
# Loop
loop do
# If next event command text is on the second line or after
if @list[@index+1].code == 401
# Add the second line or after to message_text
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# just adding index
$game_temp.message_text[@msgindex]+=@list[@index+1].parameters[0]+"\n"
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
line_count += 1
# If event command is not on the second line or after
else
# If next event command is show choices
if @list[@index+1].code == 102
# If choices fit on screen
if @list[@index+1].parameters[0].size <= 4 - line_count
# Advance index
@index += 1
# Choices setup
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# If next event command is input number
elsif @list[@index+1].code == 103
# If number input window fits on screen
if line_count < 4
# Advance index
@index += 1
# Number input setup
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# start multimessage if next line is "Show Text" starting with "\\+"
elsif @list[@index+1].code == 101
if @list[@index+1].parameters[0][0..1]=="\\+"
@multi_message = true
@message_waiting = false
end
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
end
# Continue
return true
end
# Advance index
@index += 1
end
end
#--------------------------------------------------------------------------
# * Show Choices
#--------------------------------------------------------------------------
def command_102
# If text has been set to message_text
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# just adding index
if $game_temp.message_text[@msgindex] != nil
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# adding more indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Choices setup
$game_temp.message_text[@msgindex] = ""
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
$game_temp.choice_start = 0
setup_choices(@parameters)
# Continue
return true
end
#--------------------------------------------------------------------------
# * Input Number
#--------------------------------------------------------------------------
def command_103
# If text has been set to message_text
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# just adding index
if $game_temp.message_text[@msgindex] != nil
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
#------------------------------------------------------------------------------
# Begin Multiple Message Windows Edit
#------------------------------------------------------------------------------
# adding more indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Number input setup
$game_temp.message_text[@msgindex] = ""
#------------------------------------------------------------------------------
# End Multiple Message Windows Edit
#------------------------------------------------------------------------------
$game_temp.num_input_start = 0
$game_temp.num_input_variable_id = @parameters[0]
$game_temp.num_input_digits_max = @parameters[1]
# Continue
return true
end
#--------------------------------------------------------------------------
# * Script
#--------------------------------------------------------------------------
# Fix for RMXP bug: call script boxes that return false hang the game
# See, e.g., http://rmxp.org/foru...ad.php?p=106639
#--------------------------------------------------------------------------
def command_355
# Set first line to script
script = @list[@index].parameters[0] + "\n"
# Loop
loop do
# If next event command is second line of script or after
if @list[@index+1].code == 655
# Add second line or after to script
script += @list[@index+1].parameters[0] + "\n"
# If event command is not second line or after
else
# Abort loop
break
end
# Advance index
@index += 1
end
# Evaluation
result = eval(script)
# If return value is false
if result == false
# End
#------------------------------------------------------------------------------
# Begin Edit
#------------------------------------------------------------------------------
#return false
#------------------------------------------------------------------------------
# End Edit
#------------------------------------------------------------------------------
end
# Continue
return true
end
def message
$game_system.message
end
end
#------------------------------------------------------------------------------
class Game_Map
attr_accessor :last_display_x # last display x-coord * 128
attr_accessor :last_display_y # last display y-coord * 128
alias wachunga_mmw_game_map_update update
def update
@last_display_x = @display_x
@last_display_y = @display_y
wachunga_mmw_game_map_update
end
def name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end
end
#------------------------------------------------------------------------------
class Bitmap
attr_accessor :orientation
#--------------------------------------------------------------------------
# * Rotation Calculation
#--------------------------------------------------------------------------
def rotation(target)
return if not [0, 90, 180, 270].include?(target) # invalid orientation
if @rotation != target
degrees = target - @orientation
if degrees < 0
degrees += 360
end
rotate(degrees)
end
end
#--------------------------------------------------------------------------
# * Rotate Square (Clockwise)
#--------------------------------------------------------------------------
def rotate(degrees = 90)
# method originally by SephirothSpawn
# would just use Sprite.angle but its rotation is buggy
# (see http://www.rmxp.org/...ead.php?t=12044)
return if not [90, 180, 270].include?(degrees)
copy = self.clone
if degrees == 90
# Passes Through all Pixels on Dummy Bitmap
for i in 0...self.height
for j in 0...self.width
self.set_pixel(width - i - 1, j, copy.get_pixel(j, i))
end
end
elsif degrees == 180
for i in 0...self.height
for j in 0...self.width
self.set_pixel(width - j - 1, height - i - 1, copy.get_pixel(j, i))
end
end
elsif degrees == 270
for i in 0...self.height
for j in 0...self.width
self.set_pixel(i, height - j - 1, copy.get_pixel(j, i))
end
end
end
@orientation = (@orientation + degrees) % 360
end
end

 

 

and here's a picture of my problem:post-26145-0-99912700-1413156030_thumb.p

this script is a multiple message script. now about the photo; when put my text in italics, that square shape appears everytime and my messages get cut off as you can see in the photo

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