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#1 RMXP + XAS = Changing Face Hud Script Empty RMXP + XAS = Changing Face Hud Script
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G@MeF@Ce

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I've been working on this script prior to MOG's Active HUD.
The concept was to have a face window that changes with the Hero's actions!
At the moment it is set to change by Input, in time it will be set to change based off of actual action.

Know that this is still a WIP (work in progress)

RMXP + XAS = Changing Face Hud Script Face_h10


+ user friendly (just requires a face set of graphics)
+ Hud fades based on player's location
+ Hero's Name
+ Hero's Class
+ Hero's Level
+ Weapon Icon
+ Shield Icon
+ Helmet Icon
+ Body Icon
+ Arms and Legs Icon
- hp counter (removed / will replace later)
- sp counter (removed / will replace later)
+ skill icon
+ item icon
+ gold amount
+ xas weapons counter (improved -redo zero when no ammo)
+ xas items counter
+ xas skills counter (shows how many times equipped skill can be used based off of sp)
+ no lag

- face graphics required for each button (below this script)
- more features to come...

Code:

################################################################################
#== CHANGING FACE HUD v 2.5 for RMXP + XAS by (G/A/M/E/F/A(C/E 101 2-10-2011 ====
################################################################################
module CF_HUD
#Window Options-----------------------------------------------------------------
DISABLE_FACE_SWITCH = 5
CF_FADE = true# Fade hud when hero is underneath
CF_X = -12
CF_Y = -12
CF_WID = 230
CF_HET = 160
CF_OPACITY = 100
#HUD graphics
FACE_FRAME = ""
FF_X = 0
FF_Y = 130
FACE_FRAME2 = ""
FF2_X = 200
FF2_Y = 0
#Graphic options actor name + extention i.e. (hero_face_act) graphics/pitcures
FACE_X = 34
FACE_Y = 34

FACE_ACT = "_face_act"
FACE_DEFEND = "_face_defend"
FACE_DASH = "_face_dash"
FACE_ITEM = "_face_item"
FACE_SKILL = "_face_skill"
FACE_DEFAULT = "_face"
#FACE_LOW_HP = ""
#FACE_HIT =
#FACE_POWERUP =
#FACE_CURSED =
#FACE_DEAD =
NM_X = 78
NM_Y = 28
# Health Points
HP_X = 78
HP_Y = 26
# Special Points
SP_X = 34
SP_Y = 76
# Level
LVL_X = 34
LVL_Y = 60
# Class
CLS_X = 80
CLS_Y = 44
# Gold
GLD_X = 34
GLD_Y = 72
#Weapon Icon and Counter
WEP_X = 64
WEP_Y = 0
#Shield
SHD_X = 32
SHD_Y = 0
#Helmet
HLM_X = 0
HLM_Y = 0
# Body
BOD_X = 0
BOD_Y = 32
# Item
ITM_X = 96
ITM_Y = 0
# Skill
# Item
SKL_X = 128
SKL_Y = 0
# Arms and Legs
ANL_X = 0
ANL_Y = 64
end
#===============================================================================
class Changing_Face_HUD < Window_Base
  include CF_HUD
  def initialize
    super (CF_X, CF_Y, CF_WID, CF_HET)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = CF_OPACITY
  end
#-------------------------------------------------------------------------------
  def update
      super
    if CF_FADE == true
    x = ($game_player.real_x - $game_map.display_x) / 4
    y = ($game_player.real_y - $game_map.display_y) / 4
    hud_size_x = CF_WID
    hud_size_y = CF_HET
    oc_range_x = hud_size_x + CF_X
    oc_range_y = hud_size_y + CF_Y
      if x < oc_range_x and x > CF_X - 15 and
        y > CF_Y - 15 and y < oc_range_y
      self.contents_opacity -= 10 if  self.contents_opacity > 80
      else
      self.contents_opacity += 10 if  self.contents_opacity < 255
      end
    end
  refresh
  end
#-------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    change_face
    hero_name
    hero_class
    hero_level
    weapon_icon
    weapon_counter
    sheild_icon
    helmet_icon
    body_icon
    anl_icon
    gold_amount
    item_count
    skill_count
    #laggy methods below (must fix)
    #face_frame
    #face_frame2
    #draw_charactor
    #hp_count
    #hp_bar
    #sp_count
    #sp_bar
    #ct_count
    #ct_bar
  end

#-------------------------------------------------------------------------------
def weapon_counter
    x = WEP_X
    y = WEP_Y
    actor = $game_party.actors[0]
    weapon = $data_weapons[actor.weapon_id]
    weapon_id = actor.weapon_id
    weapon_tool_id = XAS_SKILL::WEAPON_ID_TOOL[weapon_id]
    weapon_item = XAS::ITEM_COST[weapon_tool_id]
   
    number = $game_party.item_number(weapon_item)
 
    #armor_id =  actor.armor1_id
    #armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[armor_id]
    #armor_item = XAS::ITEM_COST[armor_tool_id]
   
    if XAS::ITEM_COST.include?(weapon_tool_id)
      if number > 0
        opa = 255
        cor = Color.new(202,202,202,255)
      else
        opa = 125
        cor = Color.new(255,100,100,155)
      end
    self.contents.font.size = 16
    self.contents.font.name = "Impact"
    self.contents.font.color = cor
    self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, number.to_s, 1) rescue nil
    #if XAS::ITEM_COST.include?(armor_tool_id)
    # self.contents.font.color = Color.new(255,55,255,255)
    # self.contents.draw_hemming_text(x - 8, y + 10, 50, 32, $game_party.item_number(armor_item).to_s,1)
    # end
  end
end

#-------------------------------------------------------------------------------
def item_count
  x = ITM_X
  y = ITM_Y
    @actor = $game_party.actors[0]
    item = $data_items[$game_system.xas_item_id]
    number = $game_party.item_number(item.id)
    if $game_system.xas_item_id != 0
      if number > 0
        opa = 255
        cor = Color.new(255,255,150,255)
      else
        opa = 125
        cor = Color.new(255,100,100,155)
      end
      self.contents.font.size = 16
      self.contents.font.name = "Impact"
      self.contents.font.color = cor
      bitmap = RPG::Cache.icon(item.icon_name) rescue nil
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opa) rescue nil
      self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, number.to_s, 1) rescue nil 
    else
      self.contents.font.color = Color.new(255,100,100,155)
      self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, "item", 1)     
    end
end
#-------------------------------------------------------------------------------
def skill_count
  x = SKL_X
  y = SKL_Y
    actor = $game_party.actors[0]
    skill = $data_skills[$game_system.xas_skill_id.to_i]
    if skill == nil
      self.contents.font.size = 16
      self.contents.font.name = "Impact"
      self.contents.font.color = Color.new(255,100,100,155)
      self.contents.draw_hemming_text(x - 18, y + 10, 60, 32, "skill", 1)
      return
    end
    bitmap = RPG::Cache.icon(skill.icon_name)
    @sk_counter = $game_party.actors[0].sp / skill.sp_cost
    if @actor.sp >= skill.sp_cost
      opa = 255
      cor = Color.new(155,255,250,255)
    else
      opa = 125
      cor = Color.new(255,100,100,155)
    end
    self.contents.font.size = 16
    self.contents.font.name = "Impact"
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opa)
    self.contents.font.color = cor
    self.contents.draw_hemming_text(x - 18, y + 10, 60, 32, @sk_counter.to_s, 1)
    end
 
#-------------------------------------------------------------------------------
def gold_amount
  x = GLD_X
  y = GLD_Y
  actor = $game_party.actors[0]
  self.contents.font.name = "Impact"
  self.contents.font.size = 15
  self.contents.font.color = Color.new(255,191,24,255)
  self.contents.draw_hemming_text(x, y, self.width, 32, "$ " + $game_party.gold.to_s, 0)
end
#-------------------------------------------------------------------------------
def sp_count
  x = SP_X
  y = SP_Y
  actor = $game_party.actors[0]
  self.contents.font.name = "Impact"
  self.contents.font.size = 15
  self.contents.font.color = Color.new(155,255,250,255)
  self.contents.draw_hemming_text(x, y, self.width, 32, "SP " + actor.sp.to_s, 0)
end
#-------------------------------------------------------------------------------
def hp_count
  x = HP_X
  y = HP_Y
  actor = $game_party.actors[0]
  self.contents.font.name = "Impact"
  self.contents.font.size = 18
  self.contents.font.color = normal_color
  self.contents.draw_hemming_text(x, y, self.width, 32, "HP " + actor.hp.to_s, 0)
end
#-------------------------------------------------------------------------------
def hero_level
  x = LVL_X
  y = LVL_Y
  actor = $game_party.actors[0]
  self.contents.font.name = "Impact"
  self.contents.font.size = 15
  self.contents.font.color = Color.new(194,255,145,255)
  self.contents.draw_hemming_text(x, y, self.width, 32, "level " + actor.level.to_s, 0)
end
#-------------------------------------------------------------------------------
def hero_class
  x = CLS_X
  y = CLS_Y
  actor = $game_party.actors[0]
  self.contents.font.name = "Impact"
  self.contents.font.size = 16
  self.contents.font.color = normal_color
  self.contents.draw_text(x, y, self.width, 32, actor.class_name, 0)
end
#-------------------------------------------------------------------------------
def weapon_icon
  x = WEP_X
  y = WEP_Y
iconweaponnone = true
iconweapon = "049-Skill06"
actor = $game_party.actors[0]
weapon = $data_weapons[actor.weapon_id] rescue nil
weapon_icon_name = RPG::Cache.icon(iconweapon)
weapon_icon_name = weapon.icon_name rescue nil
error = RPG::Cache.icon(iconweaponnone ? iconweapon : "")
@weapon = $data_weapons[actor.weapon_id]
@weapon_icon_name = @weapon.icon_name rescue error
bitmap = RPG::Cache.icon(@weapon_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def sheild_icon
  x = SHD_X
  y = SHD_Y
iconarmor1none = true
iconarmor1 = "049-Skill06"
actor = $game_party.actors[0]
armor1 = $data_weapons[actor.armor1_id] rescue nil
armor1_icon_name = RPG::Cache.icon(iconarmor1)
armor1_icon_name = armor1.icon_name rescue nil
error = RPG::Cache.icon(iconarmor1none ? iconarmor1 : "")
@armor1 = $data_armors[actor.armor1_id]
@armor1_icon_name = @armor1.icon_name rescue error
bitmap = RPG::Cache.icon(@armor1_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def helmet_icon
  x = HLM_X
  y = HLM_Y
iconarmor2none = true
iconarmor2 = "049-Skill06"
actor = $game_party.actors[0]
armor2 = $data_weapons[actor.armor2_id] rescue nil
armor2_icon_name = RPG::Cache.icon(iconarmor2)
armor2_icon_name = armor2.icon_name rescue nil
error = RPG::Cache.icon(iconarmor2none ? iconarmor2 : "")
@armor2 = $data_armors[actor.armor2_id]
@armor2_icon_name = @armor2.icon_name rescue error
bitmap = RPG::Cache.icon(@armor2_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def body_icon
  x = BOD_X
  y = BOD_Y
iconarmor3none = true
iconarmor3 = "049-Skill06"
actor = $game_party.actors[0]
armor3 = $data_weapons[actor.armor3_id] rescue nil
armor3_icon_name = RPG::Cache.icon(iconarmor3)
armor3_icon_name = armor3.icon_name rescue nil
error = RPG::Cache.icon(iconarmor3none ? iconarmor3 : "")
@armor3 = $data_armors[actor.armor3_id]
@armor3_icon_name = @armor3.icon_name rescue error
bitmap = RPG::Cache.icon(@armor3_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def anl_icon
  x = ANL_X
  y = ANL_Y
iconarmor4none = true
iconarmor4 = "049-Skill06"
actor = $game_party.actors[0]
armor4 = $data_weapons[actor.armor4_id] rescue nil
armor4_icon_name = RPG::Cache.icon(iconarmor4)
armor4_icon_name = armor4.icon_name rescue nil
error = RPG::Cache.icon(iconarmor4none ? iconarmor4 : "")
@armor4 = $data_armors[actor.armor4_id]
@armor4_icon_name = @armor4.icon_name rescue error
bitmap = RPG::Cache.icon(@armor4_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
#  def draw_charactor
#    x = 10
#    y = 40
#    bitmap = RPG::Cache.character("001-Fighter01",0)
#    bitmap = RPG::Cache.picture(actor.character_name) rescue return
# src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# self.contents.blt(x, y, bitmap, src_rect)
#-------------------------------------------------------------------------------
  def hero_name
    x = NM_X
    y = NM_Y
  self.contents.font.name = "Impact"
  self.contents.font.size = 24
  self.contents.font.color = normal_color
  self.contents.draw_hemming_text(x, y, self.width, 32, $game_party.actors[0].name, 0)
  end
#-------------------------------------------------------------------------------
  def face_frame
    x = FF_X
    y = FF_Y
    bitmap = RPG::Cache.picture(FACE_FRAME)
 src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
 self.contents.blt(x, y, bitmap, src_rect)
 self.z = 1
end
#-------------------------------------------------------------------------------
  def face_frame2
    x = FF2_X
    y = FF2_Y
    bitmap = RPG::Cache.picture(FACE_FRAME2)
 src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
 self.contents.blt(x, y, bitmap, src_rect)
 self.z = 1
end
#-------------------------------------------------------------------------------
#def noface
#face = RPG::Cache.picture("")
#end
#-------------------------------------------------------------------------------
def change_face
    x = FACE_X
    y = FACE_Y
    self.z = 9999
    actor = $game_party.actors[0]
    if actor == nil
    face = RPG::Cache.picture("")
#[SHOW "ACTION" GRAPHIC WHEN PLAYER ACTS]=--------------------------------------
    elsif Input.press?(Input::C)
    face = RPG::Cache.picture(actor.name + FACE_ACT)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)
#[SHOW "DEFEND" GRAPHIC WHEN PLAYER DEFEND]=------------------------------------
    elsif Input.press?(Input::A)# and "(shield is eqipped???)"
    face = RPG::Cache.picture(actor.name + FACE_DEFEND)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)
 
    elsif Input.press?(Input::X)
    face = RPG::Cache.picture(actor.name + FACE_DASH)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)

    elsif Input.press?(Input::Y)
    face = RPG::Cache.picture(actor.name + FACE_ITEM)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)
 
    elsif Input.press?(Input::Z)
    face = RPG::Cache.picture(actor.name + FACE_SKILL)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)
 
    else
    face = RPG::Cache.picture(actor.name + FACE_DEFAULT)
    src_rect = Rect.new(0, 0, face.width, face.height)
    self.contents.blt(x , y, face, src_rect)
    end
    end
    end
#===============================================================================
class Scene_Map
  include CF_HUD
  alias changing_face_hud_main main
  def main
    @face_hud = Changing_Face_HUD.new
    changing_face_hud_main
    @face_hud.dispose
  end
#-------------------------------------------------------------------------------
  alias changing_face_hud_update update
  def update
    @face_hud.update
    changing_face_hud_update
    @face_hud.visible = false if $game_switches[DISABLE_FACE_SWITCH] == true
    else
    @face_hud.visible = true if $game_switches[DISABLE_FACE_SWITCH] == false
 end
end

FACE SET example
Spoiler:



* will update every now and then ^,^

~ (G@//\/\?e7F@(C|E101
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#2 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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G@MeF@Ce

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Alright! More faces!

http://fayforest.sakura.ne.jp/sozai/index
( click on the columns to the left )


RMXP + XAS = Changing Face Hud Script T1
RMXP + XAS = Changing Face Hud Script T1_2
RMXP + XAS = Changing Face Hud Script T1_3
RMXP + XAS = Changing Face Hud Script T1_4
RMXP + XAS = Changing Face Hud Script T1_5
RMXP + XAS = Changing Face Hud Script T1_6
RMXP + XAS = Changing Face Hud Script T1_7
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#3 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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swoop

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wheres the attacking aggressive look? or taking damage look?
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#4 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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G@MeF@Ce

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oh those were just a few examples... click on the link and then
click on the columns to the left... there's tons of 'em.

now what's up with AUSTRALIA? got my koala's?
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#5 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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albertfish

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Nice script there gameface.
Just a little tip, I noticed that you defined constants in the module and then accessed them like so
Code:
GF::GFC_Fade
That works perfectly fine, but if you are accessing those constants a lot and have lone module or constant names it could get tedious. Another way of accessing the variables, will less typing involved Razz, is to include the module. For example, after this line of code
Code:
class Window_Gameface_HUD < Window_Base
you could add this
Code:
include GF
Then to access the variables that were initialized inside the module all you have to type is
Code:
GFC_Face
So this is very useful when you have lengthy module names!

Also, when working with booleans, you can shorten your if statements and make them a little bit more readable. For example, where you put
Code:
if GF::GCF_Fade == true
you can put
Code:
 if GF::GCF_Fade
if statements evaluate the statement to be a boolean value, true or false. So
Code:
5 > 6
is not true and will evaluate false, obviously Razz. But when dealing with a boolean variable you don't need check if it is equal to true. If the variable is true the statement with be true,
Code:
if true
will give the same result as
Code:
if true == true

Just a little tip Razz. But anyways, that is a great script you made!
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G@MeF@Ce

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@albertfish ~ alright! thank you

it's because of you I'm able to make
more than just a window ^,^

I appreciate your recommendation...
less typing, more efficient script...this is great!

I will continue to improve on this one,
instead of the face graphic changing based on
the button trigger/press ... I would like to have the
face graphic change according to the character's
action... in the future versions...

it's always a pleasure, to have your here ^,^

edit:
Spoiler:
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G@MeF@Ce

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well hey! Moghunter just released an "Active Hud" Demo

now this is what I'm talking about! ^,^

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Legault123

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It was a long wait, but Xas 3.7 must be worth it!
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#9 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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G@MeF@Ce

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^newer version! cleaner code.

though MOG's active HUD is awesome,
I have plans for this one to improve over time.

@albertfish - I finally included the module for less typing LOL!

RMXP + XAS = Changing Face Hud Script Changi10
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#10 RMXP + XAS = Changing Face Hud Script Empty Re: RMXP + XAS = Changing Face Hud Script
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mr_wiggles

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You seem to be updating a lot of your scripts lately.
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