LadyBaskerville's Miscellaneous Javascript Snippets

LadyBaskerville

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Over the last months, I've accumulated a few code snippets I did for requests. While none of them deserves its own plugin thread, I wanted to share them somewhere in case someone else might find use in them.

They are posted below as both .js files to download and place directly in your plugins folder and as spoilered code. The contents of the .js files and the spoilers should be exactly the same, so you only need to download one or the other.

Terms of use for all following snippets:
- Free for use in both non-commercial and commercial games.
- No credit required.
- Edits and reposts allowed.

Require Living Actor
This was requested as a separate snippet from my Summon Actor plugin.
Place the notetag <Require Ling Actor: n> in a skill or item notebox to only enable the skill / item if actor #n is alive.
Download as plugin
Code:
/*:
 * @plugindesc Just the <Require Living Actor> notetag from Summon Actor.
 * @author LadyBaskerville
 *
 * @help
 * ---------------------
 *      Notetag
 * ---------------------
 * You can disable certain skills and items if an actor is dead.
 * Use the notetag
 *     <Require Living Actor: n>
 * to only enable the skill or item if actor n is alive.
 *
 * ---------------------
 *     Terms of use
 * ---------------------
 * - Free for use in both non-commercial and commercial games.
 * - You may repost and edit this plugin.
 * - If you use only this snippet from the Summon Actor plugin,
 *   credit to me as LadyBaskerville is optional.
 *
 */

(function() {
 
var LB = LB || {};
LB.SummonActor = LB.SummonActor || {};

LB.SummonActor.notetagsLoaded = false;

// ---------------
//   DataManager
// ---------------
DataManager.LB_processReqActNotetags = function(group) {
    for (var i = 0; i < group.length; i++) {
        if (group[i]) {
            if (group[i].meta['Require Living Actor']) {
                group[i]._LB_requiredActor = Number(group[i].meta['Require Living Actor'].trim());
            } else {
                group[i]._LB_requiredActor = null;
            }
        }
    }
};

LB.SummonActor.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
    if (!LB.SummonActor.DataManager_isDatabaseLoaded.call(this)) {
        return false;
    }
    // the database is loaded, we can now preload the notetags if we haven't already done it
    if (!LB.SummonActor.notetagsLoaded) {
        // preload skill and item notetags
        this.LB_processReqActNotetags($dataSkills);
        this.LB_processReqActNotetags($dataItems);
        LB.SummonActor.notetagsLoaded = true;
    }
    return true;
};

// -------------------------
//     Game_BattlerBase
// -------------------------
LB.SummonActor.Game_BattlerBase_canUse = Game_BattlerBase.prototype.canUse;
Game_BattlerBase.prototype.canUse = function(item) {
    if (!LB.SummonActor.Game_BattlerBase_canUse.call(this, item)) return false;
    if (!item._LB_requiredActor) return true;
    if ($gameActors.actor(item._LB_requiredActor).isDead()) return false;
    return true;
};

})();

Shift Enemies (Version 1.1.0)
From this request thread. Allows you to shift enemy battlers outside the boundaries of the Troop window with notetags.
Use <ShiftX: n> and <ShiftY: n> in the enemy notebox to shift the battler n pixels to the right and down, respectively. Use negative values for the opposite directions.
Version 1.1.0: Added Plugin Parameters for default Shift values.
Download as plugin
When you create the .js file yourself, make sure it is named "ShiftEnemies.js".
Code:
/*:
 * @plugindesc v1.1.0 Lets you shift enemy battlers outside the boundaries of the Troop Window with notetags.
 * @author LadyBaskerville
 *
 * @param Default Shift X
 * @desc Default horizontal shift if no notetag is present
 * @default 0
 *
 * @param Default Shift Y
 * @desc Default vertical shift if no notetag is present
 * @default 0
 *
 * @help
 * ShiftEnemies.js
 * Version 1.1.0
 *
 * Use the following notetags in the enemy notebox:
 * <ShiftX: n> to shift the enemy n pixels to the right.
 * <ShiftY: n> to shift the enemy n pixels down.
 * Use negative values of n to shift the enemy in the opposite direction.
 *
 * If you want to offset many enemies by the same amount, you can specify
 * default values for Shift X and Shift Y in the Plugin Parameters.
 * Enemies without Shift notetags will be shifted by the values specified
 * in the parameters.
 *
 * Changelog:
 * Version 1.1.0
 * - Added Default parameters.
 * Version 1.0.0
 * - Finished the plugin.
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

(function() {

var defShiftX = Number(PluginManager.parameters('ShiftEnemies')['Default Shift X']) || 0;
var defShiftY = Number(PluginManager.parameters('ShiftEnemies')['Default Shift Y']) || 0;

_GameTroop_setup = Game_Troop.prototype.setup;
Game_Troop.prototype.setup = function(troopId) {
    _GameTroop_setup.call(this, troopId);
   this.shiftEnemies();
};

Game_Troop.prototype.shiftEnemies = function() {
   this._enemies.forEach(function(e) {
       if (e.enemy().meta.ShiftX) {
           e._screenX += Number(e.enemy().meta.ShiftX);
       } else {
           e._screenX += defShiftX;
       }
       if (e.enemy().meta.ShiftY) {
           e._screenY += Number(e.enemy().meta.ShiftY);
       } else {
           e._screenY += defShiftY;
       }
   }, this);
};

// Compatability
if (typeof Imported !== 'undefined' && Imported.YEP_BattleEngineCore) {
   Window_EnemyVisualSelect.prototype.makeWindowBoundaries = function() {
       if (!this._requestRefresh) return;
       this._minX = -1 * this.standardPadding();
       this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
       this._minY = -1 * this.standardPadding();
       this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
   };
}

})();

Shift Actors (Version 1.1.0)
Allows you to shift SV actors with notetags
Use <ShiftX: n> and <ShiftY: n> in the actor notebox to shift the battler n pixels to the right and down, respectively. Use negative values for the opposite directions.
Version 1.1.0: Added Plugin Parameters for default Shift values.
Download as plugin
When you create the .js file yourself, make sure it is named "ShiftActors.js".
Code:
/*:
 * @plugindesc Lets you shift SV actors with notetags.
 * @author LadyBaskerville
 *
 * @param Default Shift X
 * @desc Default horizontal shift if no notetag is present
 * @default 0
 *
 * @param Default Shift Y
 * @desc Default vertical shift if no notetag is present
 * @default 0
 *
 * @help
 * ShiftActors.js
 * Version 1.1.0
 *
 * Use the following notetags in the actor notebox:
 * <ShiftX: n> to shift the actor n pixels to the right.
 * <ShiftY: n> to shift the actor n pixels down.
 * Use negative values of n to shift the actor in the opposite direction.
 *
 * If you want to offset many actors by the same amount, you can specify
 * default values for Shift X and Shift Y in the Plugin Parameters.
 * Actors without Shift notetags will be shifted by the values specified
 * in the parameters.
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

(function() {
 
var defShiftX = Number(PluginManager.parameters('ShiftActors')['Default Shift X']) || 0;
var defShiftY = Number(PluginManager.parameters('ShiftActors')['Default Shift Y']) || 0;

_Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
Sprite_Actor.prototype.setActorHome = function(index) {
   _Sprite_Actor_setActorHome.call(this, index);
   var id = this._actor._actorId;
 
   if ($dataActors[id].meta.ShiftX) {
       this.setHome(this._homeX + Number($dataActors[id].meta.ShiftX), this._homeY);
   } else {
       this.setHome(this._homeX + defShiftX, this._homeY);
   }
   if ($dataActors[id].meta.ShiftY) {
       this.setHome(this._homeX, this._homeY + Number($dataActors[id].meta.ShiftY));
   } else {
       this.setHome(this._homeX, this._homeY + defShiftY);
   }
};

})();

Enemy Placement (Version 1.0.1)
Lets you place enemy battlers using a semi-dynamic formula. More information in the Help file.
Download as plugin
When you create the .js file yourself, make sure it is named "EnemyPlacement.js".
Code:
/*:
 * @plugindesc v1.0.1 Lets you place enemy battlers using a semi-dynamic formula.
 * @author LadyBaskerville
 *
 * @param Use Default Placement
 * @desc If true, all enemies with no notetags will be placed at the default position specified in the parameters below.
 * @type boolean
 * @default false
 *
 * @param Default X Position
 * @desc X position if no notetag is present. Default: 16 + (troopSize + 2) * 32 - index * 32
 * @default 16 + (troopSize + 2) * 32 - index * 32
 *
 * @param Default Y Position
 * @desc Y position if no notetag is present. Default: screenHeight - statusHeight - troopSize * 48 + (index+1) * 48 - 32
 * @default screenHeight - statusHeight - troopSize * 48 + (index+1) * 48 - 32
 *
 * @help
 * EnemyPlacement.js
 * Version 1.0.1
 *
 * Use the following notetags in the enemy notebox:
 *
 * <XPosEval: [expression]> and <YPosEval: [expression]>
 * to place the enemy graphic at the X/Y position to which the Javascript line
 * [expression] evaluates. You can also use pure numbers.
 *
 * <UseDefaultXPos> and <UseDefaultYPos>
 * to place the enemy graphic at the default position specified
 * in this plugin's parameters.
 *
 * The plugin parameters allow you to set default formulas for the X and Y
 * positions. Set the parameter "Use Default Placement" to true if all
 * enemies without their own <X/YPosEval> notetags should use these default
 * values. You can also keep "Use Default Placement" set to false and use
 * the <UseDefaultX/YPos> notetags for each enemy that should be placed
 * at the default position.
 *
 * You can use the following variables as part of [expression]:
 * screenWidth - the width of the game window in pixels
 * screenHeight - the height of the game window in pixels
 * troopSize - the number of enemies in the troop
 * index - the index of the enemy within the troop
 * statusHeight - the height of the status window
 * (If you know what you are doing, you can also use:
 *  this - the Game_Troop object
 *  e - the Game_Enemy object)
 * For reference, the default X/Y positions in the parameters are:
 * X: 16 + (troopSize + 2) * 32 - index * 32
 * Y: screenHeight - statusHeight - troopSize * 48 + (index+1) * 48 - 32
 *
 * Changelog:
 * Version 1.0.1
 * - Fixed a mistake in the calculation of statusHeight.
 * Version 1.0.0
 * - Finished the plugin.
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

(function() {

var baseStatusHeight = 4;

// Compatability
if (typeof Imported !== 'undefined' && Imported.YEP_BattleEngineCore) {
   Window_EnemyVisualSelect.prototype.makeWindowBoundaries = function() {
       if (!this._requestRefresh) return;
       this._minX = -1 * this.standardPadding();
       this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
       this._minY = -1 * this.standardPadding();
       this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
   };
 
   baseStatusHeight = eval(Yanfly.Param.BECCommandRows);
}

var defXPosEval = PluginManager.parameters('EnemyPlacement')['Default X Position'] || 0;
var defYPosEval = PluginManager.parameters('EnemyPlacement')['Default Y Position'] || 0;
var useDef = PluginManager.parameters('EnemyPlacement')['Use Default Placement'] == 'true';

_GameTroop_setup = Game_Troop.prototype.setup;
Game_Troop.prototype.setup = function(troopId) {
    _GameTroop_setup.call(this, troopId);
   this.placeEnemies();
};

Game_Troop.prototype.placeEnemies = function() {
   var screenWidth = Graphics.boxWidth;
   var screenHeight = Graphics.boxHeight;
   var troopSize = this._enemies.length;
   var statusHeight = baseStatusHeight * Window_Base.prototype.lineHeight.call(this);
   statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
   for (var index = 0; index < this._enemies.length; index ++) {
       var e = this._enemies[index];
       if (e.enemy().meta.XPosEval) {
           e._screenX = eval(e.enemy().meta.XPosEval);
       } else if (useDef || e.enemy().meta.UseDefaultXPos) {
           e._screenX = eval(defXPosEval);
       }
       if (e.enemy().meta.YPosEval) {
           e._screenY = eval(e.enemy().meta.YPosEval);
       } else if (useDef || e.enemy().meta.UseDefaultYPos) {
           e._screenY = eval(defYPosEval);
       }
   }
};

})();


Weapon Modifier
From this request thread. Lets you specify a Modifier formula (number or javascript) in a weapon notetag and call it in the damage formula. More information in the Help file.
Download as plugin
When you create the .js file yourself, make sure it is named "WeaponModifier.js".
Code:
/*:
 * @plugindesc Specify an additional formula for weapons to include in the damage formula.
 * @author LadyBaskerville
 *
 * @param Default weapon modifier
 * @desc The value used for 'wm' if the equipped weapon has no Modifier tag.
 * @default 0
 *
 * @param Default enemy modifier
 * @desc The value used for 'wm' if the attacker is an enemy.
 * @default 0
 *
 * @help
 * WeaponModifier.js
 *
 * Use the notetag <Modifier: x> in the weapon notebox to specify a Weapon
 * Modifier formula.
 * x can be a number or line of Javascript code that uses the same context
 * as a skill's damage formula. ('a' = the user, 'b' = the target,
 * 'v[n]' = the value of variable n, 'this' = the Game_Action object)
 *
 * Example: <Modifier: a.mhp / a.hp>
 * Gives the weapon a higher Modifier if the user has less HP.
 *
 * To use the Modifier in damage calculation, include 'wm' in the damage
 * formula.
 *
 * Example: a.atk * 4 - b.def * 2 + wm * 0.2
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

(function() {
 
var params = PluginManager.parameters('WeaponModifier');
var weaponDefault = params['Default weapon modifier'];
var enemyDefault = params['Default enemy modifier'];

Game_Battler.prototype.getWeaponModifier = function() {
    if (this.isActor()) {
        var w = $dataWeapons[this._equips[0]._itemId];
        if (w.meta.Modifier) {
            return w.meta.Modifier;
        } else {
            return weaponDefault;
        }
    } else {
        return enemyDefault;
    }
 
};

Game_Action.prototype.evalDamageFormula = function(target) {
    try {
        var item = this.item();
        var a = this.subject();
        var b = target;
        var v = $gameVariables._data;
        var wm = eval(a.getWeaponModifier());
        var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);
        var value = Math.max(eval(item.damage.formula), 0) * sign;
        if (isNaN(value)) value = 0;
        return value;
    } catch (e) {
        return 0;
    }
};

})();

Weapon Over Actor (Version 1.0.1)
From this request thread. Lets you change the order in which Sideview actor and weapon are drawn. Use the notetag <Weapon Over Actor> in the actor or weapon notebox to show the weapon image on top of the actor image. Warning: Might not work when changing weapons during battle.
Download as plugin
Code:
/*:
 * @plugindesc v1.0.1 For sideview battle, change the order in which weapon and actor are drawn.
 * @author LadyBaskerville
 *
 * @help
 * Use the notetag <Weapon Over Actor> in the actor or weapon notebox
 * to draw the weapon image on top of the actor image.
 * Might not work when changing weapons during battle.
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

Sprite_Actor.prototype.initMembers = function() {
    Sprite_Battler.prototype.initMembers.call(this);
    this._battlerName = '';
    this._motion = null;
    this._motionCount = 0;
    this._pattern = 0;
   this.createSprites();
};

Sprite_Actor.prototype.createSprites = function() {
   this.createShadowSprite();
   if (this._actor && ($dataActors[this._actor._actorId].meta["Weapon Over Actor"] ||
                        ($dataWeapons[this._actor._equips[0]._itemId] && $dataWeapons[this._actor._equips[0]._itemId].meta["Weapon Over Actor"]))) {
       this.createMainSprite();
       this.createWeaponSprite();
   } else {
       this.createWeaponSprite();
       this.createMainSprite();
   }
   this.createStateSprite();
};

Sprite_Actor.prototype.setBattler = function(battler) {
    Sprite_Battler.prototype.setBattler.call(this, battler);
    var changed = (battler !== this._actor);
    if (changed) {
        this._actor = battler;
        if (battler) {
            this.setActorHome(battler.index());
        }
       this.createSprites();
        this.startEntryMotion();
        this._stateSprite.setup(battler);
    }
};

Reflect onto Opponent
From this request thread. Changes the way magic reflection works - with the plugin, magic will allways be reflected onto the opponents' unit, even if an ally cast the spell. More information in the Help file.
Download as plugin
Code:
/*:
 * @plugindesc Changes Magic Reflection: Magic is always reflected onto an opponent.
 * @author LadyBaskerville
 *
 * @help
 * Version 1.0.1
 *
 * With this plugin enabled, all skill with Hit Type: Magical Attack
 * will be reflected onto an opponent when Magic Reflection occurs.
 * If the attacker is an opponent, the magic will be reflected onto
 * the attacker (same as default reflection). If the attacker is
 * an ally, the magic will be reflected onto a random member of the
 * opponents' unit.
 *
 * You can let skills of other Hit Types use Magic Reflection
 * by placing the Notetag <EnableMRF> in the skill's notebox.
 *
 * Free for use in both non-commercial and commercial games.
 * No credit required.
 * Edits and reposts allowed.
 */

_BattleManager_invokeMagicReflection = BattleManager.invokeMagicReflection;
BattleManager.invokeMagicReflection = function(subject, target) {
   if (subject.opponentsUnit().members().contains(target)) {
       _BattleManager_invokeMagicReflection.call(this, subject, target);
   } else {
       var randOpp = subject.opponentsUnit().randomTarget();
       if (randOpp) {
           var tempSubj = this._subject;
           subject = randOpp;
           this._subject = subject;
           _BattleManager_invokeMagicReflection.call(this, subject, target);
           this._subject = tempSubj;
       }
   }
};


Game_Action.prototype.itemMrf = function(target) {
    if (this.isMagical() || $dataSkills[this._item._itemId].meta.EnableMRF) {
        return target.mrf;
    } else {
        return 0;
    }
};

I hope someone finds use in some of these small snippets :)
 
Last edited:

LadyBaskerville

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Update: Added a Shift Actors snippet. Might be useful for battler sheets that are larger than the standard.
 

LadyBaskerville

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Update: Shift Enemies and Shift Actors are both updated to version 1.1.0. They now both have plugin parameters for default Shift values.
 

LadyBaskerville

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Update: Fixed a bug with the Reflect onto Opponents snippet - when magic was reflected from multiple allies to one opponent and the opponent died before the last magic, it would cause the game to crash.
 

Leaufai

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Thanks for making the Shift Enemies plugin. Could I suggest some added functionality?

Being able to make the positioning dynamic would be useful both for side and front view battles and would be a godsend for my game. For sideview you could use a formula to place animated SV enemies in a row, just like your team. And for front view you could use it to easily center/align enemies, which is especially useful for wide screen resolutions.

Yanfly has such as system to place your own battles dynamically, which could be used as an inspiration. Here's the code that is standard in Yanfly's Battle Engine Core for determing the X and Y of SV battlers:

X:
screenWidth - 16 - (maxSize + 2) * 32 + index * 32
Y:
screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32
 

LadyBaskerville

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@Leaufai I would rather make that its own little plugin, since it's not really "shifting" the enemy from the position in the troop window, but instead placing them at a position directly. Actually, I liked the idea so much that I just programmed it: EnemyPlacement.js
 

Joy Diamond

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LadyBaskerville,

@LeaufaiActually, I liked the idea so much that I just programmed it: EnemyPlacement.js
Very nice sample code for a small plugin, LadyBaskerville.

Also I *really* appreciate that it has a license in it:

* Free for use in both non-commercial and commercial games.
* No credit required.
* Edits and reposts allowed.

I'll use it as a starting point for the plugin's I'll be writing.​

Thanks,

Joy Diamond.

P.S.: I think the google drive you used to share the drive is really a good way for sharing.

P.P.S.: So since I'm sharing songs I'm listening today, right now I am listening to Lindsey Stirling & KHS (youtube link) ... another very inspiring song when programing
 

Leaufai

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@LadyBaskerville Awesome! I'll try it out as soon as possible!
@Joy Diamond Agreed, cool song.

EDIT: I tried it out. Very versatile. Here's a screenshot of how I'm using it:

https://i.imgur.com/owU9Ke3.png

Works like a charm. Only suggestion is maybe adding the default settings for the X and Y to the parameter description. Helps people get back to them after they try other things out.
 
Last edited:

LadyBaskerville

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@Leaufai That looks cool! And good point about writing the default settings down for reference. I've just added them to the parameter descriptions and also at the bottom of the help file (because I just noticed that you can't actually copy and paste them from the parameter description itself ...)
 

Leaufai

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Hey @LadyBaskerville, I think I've encountered a bug in the Enemy Placement. The first time I do a battle it works fine, but the second time the enemies are nowhere to be seen (although I can fight them).

What can I get you to help you fix this problem?
 

LadyBaskerville

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@Leaufai I already found my mistake - I messed up how the statusHeight variable was calculated, so it would accidently be multiplied each time a battle started :kaoblush:Version 1.0.1 is now in the opening post.
 

Leaufai

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Hah, that's a hilarious bug. Glad for fixing it so quickly. Battle system is starting to take shape, in part due to this excellent plugin :thumbsup-left::thumbsup-right:
 

LadyBaskerville

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Update: Fixed a bug with the Weapon Over Actor snippet that would occur when an actor had no weapon equipped.
 

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