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#1 default Script Console (RMXP)
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mr_wiggles

mr_wiggles
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Script Console
Version: 1.2
Author: Mr_Wiggles
Date: Dec. 26, 2010

Version History


  • Version 1.2 : Initial Release


Planned Future Versions

  • More features, not sure what yet so suggest something.


Description


Like in most games you have a console that allows you to edit values while playing the game, this does just that.

Features

  • Have the ability to run script commands from the map and any scene while debugging.


Instructions
Paste in your script database above main but below the default scripts. Open console with F6 while in debug mode. Then just type in your script command.

Screenshot
[You must be registered and logged in to see this image.]

script


Code:

#==============================================================================
#                      ** Script Console  **
#==============================================================================
# By: Mr Wiggles
# Version: 1.2
# Dec 26, 2010
#==============================================================================
#                            Instructions
#                    --------------------------------
# Call from the game map with F6. Once the console is open you are free to
# enter script commands into it. Once you have your command typed press
# Enter to have it evaluated. Use Esc key to exit and return to the game.
#
# NOTE: you can only open the console in debug mode.
#
#==============================================================================
#                            Usfull Commands
#                    --------------------------------
# help : displays console commands, "?" also works.
#
# $game_switches[id] : this will allow you to edit the state of the switch.
#      e.q. = $game_switches[10] = false
#
# switch_state(id) : returns state of switch
#
# $game_variables[id] : this will allow you to edit the state of the variable.
#      e.q. = $game_variables[5] += 5  <- will add 5 to variable
#              $game_variables[6] *= 2  <- will multiply the variable by 2
#              $game_variables[10] = 2 / 6 + 7
#
# variable_value(id) : returns value of the variable
#
# $scene = Class.new : call scripts from the console.
#      e.q. = $scene = Scene_Menu.new  <- calls game menu
#              $scene = Scene_Title.new  <- calls game title
#
# move_console(x, y) : this will move the console to new position
#      e.q. = move_console            <- return to default posistion
#              move_console(100, 100)  <- this will move it to the set X and Y
#              move_console("up right") <- moves to upper right corner
#              knows = "up left", "low left", "up right", "low right", "center"
#
# exit : this will exit the console and return to the map.
#
# clear : clears prevous commands.
#
#==============================================================================

# This just makes the bar blink (aesthetics only), turing this off reduces lag.
BAR_BLINK = false

#==============================================================================
# ** Console
#==============================================================================
class Console
  attr_accessor :active
  attr_accessor :pause_update
#-----------------------------------------------------------------------------
# * Initialize
#----------------------------------------------------------------------------- 
  def initialize
    @active = false
    @text = ""
    @max_mem = 4
    @pause_update = 0
    @frame_wait = 0
    @prevous_commands = []
    @text_window = Console_Window.new
    @text_window.visible = false
  end
#-----------------------------------------------------------------------------
# * Update
#----------------------------------------------------------------------------- 
  def update
    # exit loop prevention
    if @pause_update != 0
      @frame_wait = 5
      @active = false
      @text_window.visible = false
      return
    end
    if @frame_wait != 0
      @frame_wait -= 1
      return
    end
    # close if active and trigger F6
    if @active
      Key_Map.update
      if Key_Map.trigger?(Key_Map::F6)
        exit_console
        return
      end
    end
    # open if not active and trigger F6
    if !@active
      @text_window.visible = false
      @active = true if Input.trigger?(Input::F6)
      return
    end
    # exit if ESC key was pressed
    if Key_Map.trigger?(Key_Map::ESC)
      exit_console
      return
    end
    # show console window
    return if @text_window.nil?
    @text_window.visible = true
    # update window
    @text_window.update(@text, @prevous_commands)
    # remove text if BACKSPACE was pressed
    if Key_Map.repeat?(Key_Map::BACKSPACE)
      text = ""
      if @text.size != 0
        for i in [You must be registered and logged in to see this link.] - 1
          text += @text[i].chr
        end
        @text = text
      end
      return
    end
    # evaluate command if ENTER was pressed
    if Key_Map.trigger?(Key_Map::ENTER)
      if @text == "exit"
        @prevous_commands.insert(0, @text)
        @prevous_commands.delete_at(@max_mem) if @prevous_commands.size > @max_mem
        exit_console
        return
      end
      evaluate
      return
    end
    # text overflow prevention
    if @text.size < 45
      update_keys
    else
      $game_system.se_play($data_system.buzzer_se) if Key_Map.press_anykey?
    end
  end
#-----------------------------------------------------------------------------
# * Exit Console
#-----------------------------------------------------------------------------
  def exit_console
    $game_system.se_play($data_system.cancel_se)
    @active = false
    @text_window.visible = false
    @text = ""
    @pause_update = 5
  end
#-----------------------------------------------------------------------------
# * Move Console
#-----------------------------------------------------------------------------
  def move_console(*args)
    args = *args
    args = "up left" if args.nil?
    if args.is_a?(String)
      case args
      when "up left"  then pos = [-16, -16]
      when "low left"  then pos = [-16, 365]
      when "up right"  then pos = [310, -16]
      when "low right" then pos = [310, 365]
      when "center"    then pos = [150, 170]
      else
        @text = "Invalid Command - " + args
        return
      end
    else
      pos = args
    end
    @text_window.move_self(pos[0], pos[1])
  end
#-----------------------------------------------------------------------------
# * Show Variable Value
#-----------------------------------------------------------------------------
  def variable_value(id = 1)
    @text = "Variable #{id} = #{$game_variables[id]}"
    return
  end
#-----------------------------------------------------------------------------
# * Show Switch State
#-----------------------------------------------------------------------------
  def switch_state(id = 1)
    @text = "Switch #{id} = #{$game_switches[id]}"
    return
  end
#-----------------------------------------------------------------------------
# * Clear Prevous
#-----------------------------------------------------------------------------
  def clear
    @text = ""
    @prevous_commands = []
    return
  end
#-----------------------------------------------------------------------------
# * Show Help
#-----------------------------------------------------------------------------
  def help
    @text = ""
    help_lines = ["Commands :",
                  "variable_value(), move_console(), switch_state(),",
                  "help, exit, clear"]
    for line in help_lines
      @prevous_commands.insert(0, line)
      @prevous_commands.delete_at(@max_mem) if @prevous_commands.size > @max_mem
    end
  end
#-----------------------------------------------------------------------------
# * Evaluate
#-----------------------------------------------------------------------------
  def evaluate
    @text = "help" if @text == "?"
    if syntax_error?
      @text = "Syntax Error - " + @text
    else
      eval(@text) rescue @text = "Unknown Command - " + @text
    end
    if @text.include?("Unknown Command") or @text.include?("Syntax Error")
      $game_system.se_play($data_system.buzzer_se)
    else
      $game_system.se_play($data_system.decision_se)
    end
    if $scene.is_a?(Scene_Map) and @text.include?("$game_")
      $game_map.refresh
      $scene.update(true)
    end
    @prevous_commands.insert(0, @text) if @text != ""
    @prevous_commands.delete_at(@max_mem) if @prevous_commands.size > @max_mem
    text_additions
    @text = ""
    @text_window.update(@text, @prevous_commands)
  end
#-----------------------------------------------------------------------------
# * Text Additions
#-----------------------------------------------------------------------------
  def text_additions
    # variable
    if @text.include?("game_variables")
      @text.gsub!(/\[([0-9]+)\]/) {"\1[#{$1}]"}
      variable_value($1.to_i)
      @prevous_commands.insert(0, @text)
      @prevous_commands.delete_at(@max_mem) if @prevous_commands.size > @max_mem
    # switch
    elsif @text.include?("game_switches")
      @text.gsub!(/\[([0-9]+)\]/) {"\1[#{$1}]"}
      switch_state($1.to_i)
      @prevous_commands.insert(0, @text)
      @prevous_commands.delete_at(@max_mem) if @prevous_commands.size > @max_mem
    end
  end
#-----------------------------------------------------------------------------
# * Error Check
#-----------------------------------------------------------------------------
  def syntax_error?
    return true if @text == "$" or @text == "@" or @text == "!" or
          @text == "%" or @text == "^" or @text == "&" or @text == "*" or
          @text == "-" or @text == "=" or @text == ")" or @text == "(" or
          @text == "+" or @text == "/" or @text == "<" or @text == ">" or
          @text == "." or @text == "," or @text == "\\" or @text == "|"
    return true if @text == "not" or @text == "if" or @text == "and" or
          @text == "or" or @text == "next" or @text == "end" or
          @text == "def" or @text == "class" or @text == "module" or
          @text == "else" or @text == "elsif"
    return true if @text.count("(") != @text.count(")")
    return true if @text.count("[") != @text.count("]")
    return true if @text.count("{") != @text.count("}")
    return true if (@text.count("\'") % 2) == 1
    return true if (@text.count("\"") % 2) == 1
    return false
  end
#-----------------------------------------------------------------------------
# * Update Keys
#-----------------------------------------------------------------------------
  def update_keys
    @text += " " if Key_Map.trigger?(Key_Map::SPACE)
    #----------------------------------------------------------------
    # if shift is depresed then write the chars in higher case
    if Key_Map.press?(Key_Map::SHIFT)
      @text += "A" if Key_Map.trigger?(Key_Map::A)
      @text += "B" if Key_Map.trigger?(Key_Map::B)
      @text += "C" if Key_Map.trigger?(Key_Map::C)
      @text += "D" if Key_Map.trigger?(Key_Map::D)
      @text += "E" if Key_Map.trigger?(Key_Map::E)
      @text += "F" if Key_Map.trigger?(Key_Map::F)
      @text += "G" if Key_Map.trigger?(Key_Map::G)
      @text += "H" if Key_Map.trigger?(Key_Map::H)
      @text += "I" if Key_Map.trigger?(Key_Map::I)
      @text += "J" if Key_Map.trigger?(Key_Map::J)
      @text += "K" if Key_Map.trigger?(Key_Map::K)
      @text += "L" if Key_Map.trigger?(Key_Map::L)
      @text += "M" if Key_Map.trigger?(Key_Map::M)
      @text += "N" if Key_Map.trigger?(Key_Map::N)
      @text += "O" if Key_Map.trigger?(Key_Map::O)
      @text += "P" if Key_Map.trigger?(Key_Map::P)
      @text += "Q" if Key_Map.trigger?(Key_Map::Q)
      @text += "R" if Key_Map.trigger?(Key_Map::R)
      @text += "S" if Key_Map.trigger?(Key_Map::S)
      @text += "T" if Key_Map.trigger?(Key_Map::T)
      @text += "U" if Key_Map.trigger?(Key_Map::U)
      @text += "V" if Key_Map.trigger?(Key_Map::V)
      @text += "W" if Key_Map.trigger?(Key_Map::W)
      @text += "X" if Key_Map.trigger?(Key_Map::X)
      @text += "Y" if Key_Map.trigger?(Key_Map::Y)
      @text += "Z" if Key_Map.trigger?(Key_Map::Z)
    #----------------------------------------------------------------
    # If shift is not depresed then write in lower case
    else
      @text += "a" if Key_Map.trigger?(Key_Map::A)
      @text += "b" if Key_Map.trigger?(Key_Map::B)
      @text += "c" if Key_Map.trigger?(Key_Map::C)
      @text += "d" if Key_Map.trigger?(Key_Map::D)
      @text += "e" if Key_Map.trigger?(Key_Map::E)
      @text += "f" if Key_Map.trigger?(Key_Map::F)
      @text += "g" if Key_Map.trigger?(Key_Map::G)
      @text += "h" if Key_Map.trigger?(Key_Map::H)
      @text += "i" if Key_Map.trigger?(Key_Map::I)
      @text += "j" if Key_Map.trigger?(Key_Map::J)
      @text += "k" if Key_Map.trigger?(Key_Map::K)
      @text += "l" if Key_Map.trigger?(Key_Map::L)
      @text += "m" if Key_Map.trigger?(Key_Map::M)
      @text += "n" if Key_Map.trigger?(Key_Map::N)
      @text += "o" if Key_Map.trigger?(Key_Map::O)
      @text += "p" if Key_Map.trigger?(Key_Map::P)
      @text += "q" if Key_Map.trigger?(Key_Map::Q)
      @text += "r" if Key_Map.trigger?(Key_Map::R)
      @text += "s" if Key_Map.trigger?(Key_Map::S)
      @text += "t" if Key_Map.trigger?(Key_Map::T)
      @text += "u" if Key_Map.trigger?(Key_Map::U)
      @text += "v" if Key_Map.trigger?(Key_Map::V)
      @text += "w" if Key_Map.trigger?(Key_Map::W)
      @text += "x" if Key_Map.trigger?(Key_Map::X)
      @text += "y" if Key_Map.trigger?(Key_Map::Y)
      @text += "z" if Key_Map.trigger?(Key_Map::Z)
    end
    #----------------------------------------------------------------
    # Numbers
    if Key_Map.press?(Key_Map::SHIFT)
      @text += "!" if Key_Map.trigger?(Key_Map::NKEY[1])
      @text += "@" if Key_Map.trigger?(Key_Map::NKEY[2])
      @text += "#" if Key_Map.trigger?(Key_Map::NKEY[3])
      @text += "$" if Key_Map.trigger?(Key_Map::NKEY[4])
      @text += "%" if Key_Map.trigger?(Key_Map::NKEY[5])
      @text += "^" if Key_Map.trigger?(Key_Map::NKEY[6])
      @text += "&" if Key_Map.trigger?(Key_Map::NKEY[7])
      @text += "*" if Key_Map.trigger?(Key_Map::NKEY[8])
      @text += "(" if Key_Map.trigger?(Key_Map::NKEY[9])
      @text += ")" if Key_Map.trigger?(Key_Map::NKEY[0])
    else
      @text += "0" if Key_Map.trigger?(Key_Map::NKEY[0]) or Key_Map.trigger?(Key_Map::NPAD[0])
      @text += "1" if Key_Map.trigger?(Key_Map::NKEY[1]) or Key_Map.trigger?(Key_Map::NPAD[1])
      @text += "2" if Key_Map.trigger?(Key_Map::NKEY[2]) or Key_Map.trigger?(Key_Map::NPAD[2])
      @text += "3" if Key_Map.trigger?(Key_Map::NKEY[3]) or Key_Map.trigger?(Key_Map::NPAD[3])
      @text += "4" if Key_Map.trigger?(Key_Map::NKEY[4]) or Key_Map.trigger?(Key_Map::NPAD[4])
      @text += "5" if Key_Map.trigger?(Key_Map::NKEY[5]) or Key_Map.trigger?(Key_Map::NPAD[5])
      @text += "6" if Key_Map.trigger?(Key_Map::NKEY[6]) or Key_Map.trigger?(Key_Map::NPAD[6])
      @text += "7" if Key_Map.trigger?(Key_Map::NKEY[7]) or Key_Map.trigger?(Key_Map::NPAD[7])
      @text += "8" if Key_Map.trigger?(Key_Map::NKEY[8]) or Key_Map.trigger?(Key_Map::NPAD[8])
      @text += "9" if Key_Map.trigger?(Key_Map::NKEY[9]) or Key_Map.trigger?(Key_Map::NPAD[9])
    end
    #----------------------------------------------------------------
    # Special Keys
    if Key_Map.press?(Key_Map::SHIFT)
      @text += "_"  if Key_Map.trigger?(Key_Map::DASH)
      @text += "+"  if Key_Map.trigger?(Key_Map::IS)
      @text += "{"  if Key_Map.trigger?(Key_Map::LBRACK)
      @text += "}"  if Key_Map.trigger?(Key_Map::RBRACK)
      @text += ":"  if Key_Map.trigger?(Key_Map::COLON)
      @text += "\"" if Key_Map.trigger?(Key_Map::QUOTE)
      @text += "<"  if Key_Map.trigger?(Key_Map::COMMA)
      @text += ">"  if Key_Map.trigger?(Key_Map::DOT)
      @text += "?"  if Key_Map.trigger?(Key_Map::FS)
      @text += "|"  if Key_Map.trigger?(Key_Map::BS)
      @text += "~"  if Key_Map.trigger?(Key_Map::TIDLE)
    else
      @text += "-"  if Key_Map.trigger?(Key_Map::DASH)
      @text += "="  if Key_Map.trigger?(Key_Map::IS)
      @text += "["  if Key_Map.trigger?(Key_Map::LBRACK)
      @text += "]"  if Key_Map.trigger?(Key_Map::RBRACK)
      @text += ";"  if Key_Map.trigger?(Key_Map::COLON)
      @text += "\'" if Key_Map.trigger?(Key_Map::QUOTE)
      @text += ","  if Key_Map.trigger?(Key_Map::COMMA)
      @text += "."  if Key_Map.trigger?(Key_Map::DOT)
      @text += "/"  if Key_Map.trigger?(Key_Map::FS)
      @text += "\\" if Key_Map.trigger?(Key_Map::BS)
      @text += "`"  if Key_Map.trigger?(Key_Map::TIDLE)
    end
  end
end

#==============================================================================
# ** Module Input
#==============================================================================
module Input
  class << self
    alias :console_update :update
    def update
      if $DEBUG
        return if $console.nil?
        $console.update
        if $console.pause_update != 0
          $console.pause_update -= 1
          return
        end
        console_update if !$console.active
      else
        console_update
      end
    end
  end
end

#==============================================================================
# ** Scene Title
#==============================================================================
class Scene_Title
  alias :console_update :update
  def update
    $console = Console.new if $console.nil? and $DEBUG
    console_update
  end
end

#==============================================================================
# ** Scene Map
#==============================================================================
class Scene_Map
  alias :console_update :update
  def update(force = false)
    if $DEBUG
      return if $console.active and !force
    end
    console_update
  end
end

#============================================================================
# * Console Window
#============================================================================
class Console_Window < Window_Base
  def initialize
    super(-16, -16, 346, 132)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.opacity = 0
    self.z = 210
    @blink = 10
    @text = ""
    @old_text = nil
    @prevous_text = []
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.fill_rect(Rect.new(0, 0, 346, 132), Color.new(10, 10, 10, 150))
    self.contents.fill_rect(Rect.new(6, 64, 300, 28), Color.new(10, 10, 10, 210))
    self.contents.font.size = 18
    width = self.contents.text_size(@text).width
    size = width > 290 ? 14 : 18
    self.contents.font.size = size
    text = @text
    if BAR_BLINK
      if @blink <= -10
        @blink = 10
      elsif @blink <= 0
        text += "|"
      end
      @blink -= 1
    else
      text += "|"
    end
    self.contents.draw_text(10, 60, 300, 32, text)
    self.contents.font.size = 14
    size = @prevous_text.size
    for i in 0...size
      text = @prevous_text[i]
      next if text.nil?
      self.contents.draw_text(10, 37 - (i * 15), 300, 32, text)
    end
  end
 
  def update(text, prev_text)
    @text = text
    @prevous_text = prev_text
    if @old_text != @text and !BAR_BLINK
      @old_text = @text
      refresh
    elsif BAR_BLINK
      refresh
    end
  end
 
  def move_self(new_x, new_y)
    self.x = new_x
    self.y = new_y
    refresh
  end
end

#==============================================================================
# ** Key Map
#==============================================================================
module Key_Map
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # Alphabet Keys
  A = 65; N = 78
  B = 66; O = 79
  C = 67; P = 80
  D = 68; Q = 81
  E = 69; R = 82
  F = 70; S = 83
  G = 71; T = 84
  H = 72; U = 85
  I = 73; V = 86
  J = 74; W = 87
  K = 75; X = 88
  L = 76; Y = 89
  M = 77; Z = 90
  # Number Keys
  zero  = 48; five  = 53
  one  = 49; six  = 54
  two  = 50; seven = 55
  three = 51; eight = 56
  four  = 52; nine  = 57
  NKEY = [zero, one, two, three, four, five, six, seven, eight, nine]
  # Numpad Keys
  pad0 = 45; pad5 = 12
  pad1 = 35; pad6 = 39
  pad2 = 40; pad7 = 36
  pad3 = 34; pad8 = 38
  pad4 = 37; pad9 = 33
  NPAD = [pad0, pad1, pad2, pad3, pad4, pad5, pad6, pad7, pad8, pad9]
  # Function Keys
  F1 = 112; F7  = 118
  F2 = 113; F8  = 119
  F3 = 114; F9  = 120
  F4 = 115; F10 = 121
  F5 = 116; F11 = 122
  F6 = 117; F12 = 123
  # Special Keys
  DASH  = 189 # -
  IS    = 187 # =
  LBRACK = 219 # [
  RBRACK = 221 # ]
  COLON  = 186 # ;
  QUOTE  = 222 # '
  COMMA  = 188 # ,
  DOT    = 190 # .
  FS    = 191 # \
  BS    = 220 # /
  TIDLE  = 192 # `
  # Action Keys
  SHIFT    = 16 ; BACKSPACE = 8
  LSHIFT    = 160; SPACE    = 32
  RSHIFT    = 161; ESC      = 27
  ENTER    = 13 ; TAB      = 9
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  STATE = Win32API.new('user32', 'GetKeyState', ['i'], 'i')
  KEY  = Win32API.new('user32', 'GetAsyncKeyState', ['i'], 'i')
  # All ASCII keys
  All_keys = 8..222
  @repeating = []; 256.times{@repeating.push(-1)}
  #--------------------------------------------------------------------------
  # get_current_state
  #--------------------------------------------------------------------------
  def self.get_current_state(key)
    return STATE.call(key).between?(0, 1)
  end
  #--------------------------------------------------------------------------
  # test_key
  #--------------------------------------------------------------------------
  def self.test_key(key)
    return (KEY.call(key) & 0x01 == 1)
  end
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def self.update
    @_keys = (@_keys == nil ? [] : @_keys) | (@keys == nil ? [] : @keys.clone)
    @keys, @pressed = [], []
    All_keys.each {|key|
      @keys.push(key) if test_key(key) && !@_keys.include?(key)
      if get_current_state(key)
        @_keys.delete(key)
        @repeating[key] = 0
      else
        @pressed.push(key)
        if @repeating[key] > 0
          if @repeating[key] < 17
            @repeating[key] += 1
          else
            @repeating[key] = 14
          end
        else
          @repeating[key] = 1
        end
      end}
  end
  #--------------------------------------------------------------------------
  # press_anykey?
  #-------------------------------------------------------------------------- 
  def self.press_anykey?
    for key in All_keys
      return true if trigger?(key)
    end
    return false
  end
  #--------------------------------------------------------------------------
  # trigger?
  #--------------------------------------------------------------------------
  def self.trigger?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return (keys.any? {|key| @keys.include?(key) && !@_keys.include?(key)})
  end
  #--------------------------------------------------------------------------
  # press?
  #--------------------------------------------------------------------------
  def self.press?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return (keys.any? {|key| @pressed.include?(key)})
  end
  #--------------------------------------------------------------------------
  # repeat?
  #--------------------------------------------------------------------------
  def self.repeat?(keys)
    keys = [keys] unless keys.is_a?(Array)
    return (keys.any? {|key| [1, 16].include?(@repeating[key])})
  end
end

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EVENTALIST
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#2 default Re: Script Console (RMXP)
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G@MeF@Ce

G@MeF@Ce
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Wiggles! another great script, this one gives a quick to call and an easier interface in debug for testing and on the fly script command ... thanks for sharing.

good job
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