Pre-made (Yanfly's) Action Sequence Sharing and Discussions

-Rena-

Villager
Member
Joined
Dec 17, 2018
Messages
13
Reaction score
1
First Language
German
Primarily Uses
RMMV
I think I'm just too stupid, but I don't understand how to copy code from this forum here displayed in the "code" tag or whenever people write this stuff without spaces haha

for example this:

Code:
<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

When I copy & paste it I have to set the spaces manually, like
<setup action>
display action
immortal: targets, true

.. etc. because it doesn't recognize the code otherwise. There's a lot of really cool stuff here I want to look into because I'm pretty newbish, what am I doing wrong? o: Please excuse the super stupid question!
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,819
Reaction score
1,725
First Language
English
Primarily Uses
RMMV
I think I'm just too stupid, but I don't understand how to copy code from this forum here displayed in the "code" tag or whenever people write this stuff without spaces haha

for example this:

Code:
<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

When I copy & paste it I have to set the spaces manually, like
<setup action>
display action
immortal: targets, true

.. etc. because it doesn't recognize the code otherwise. There's a lot of really cool stuff here I want to look into because I'm pretty newbish, what am I doing wrong? o: Please excuse the super stupid question!

It's not a stupid question and you're not stupid for asking it.

If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
Code:
<Whole Action>

wait: 60

action animation: targets

wait: 15

hp: same, -variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

mp: same, -variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tp: same, -variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tpb: same, -50%

wait: 60

animation: 46, targets

wait: 15

hp: same, variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

mp: same, variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tp: same, variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tpb: same, 50%

wait: 60

animation: 1, targets

wait: 15

hp: same, 0

wait: 60

</Whole Action>

When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
 

phamthienbao

Warper
Member
Joined
Aug 2, 2015
Messages
4
Reaction score
0
Primarily Uses

Here is a charge type skill that I thought you guys might be interested in!

In the video it's called vira's will

<target action>

se: TO7BTL_1096

ACTION CUTIN USER: template horizontal

Wait: 100

opacity all actors: 0%, 20

opacity enemies: 0%, 20

opacity user: 100%, 20

common event: 2

-----<movement>------

se: crossbow

motion evade: user

move user: forward, 150, 12

jump user: 30, 12

wait for movement

motion idle: user

wait: 10

-----<movement>------

battleback 3 add: battlebacks1, SpeedlineverticalBW

battleback 3 scroll speed y: -300

camera screen: user, base top, 15

zoom: 200%, 15

wait: 30

zoom: 100%, 120

se: TO7BTL_1101

------Charge Skill-------

animation 201: user

animation 204: user

shake screen: 3, 5, 60

custom motion charge: user

action effect: user

wait for animation

wait for camera

battleback 3 remove

common event: 3

opacity all actors: 100%, 20

opacity enemies: 100%, 20

reset camera

reset zoom

--------Charge Skill------

</target action>
Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
 

-Rena-

Villager
Member
Joined
Dec 17, 2018
Messages
13
Reaction score
1
First Language
German
Primarily Uses
RMMV
It's not a stupid question and you're not stupid for asking it.

If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
Code:
<Whole Action>

wait: 60

action animation: targets

wait: 15

hp: same, -variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

mp: same, -variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tp: same, -variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tpb: same, -50%

wait: 60

animation: 46, targets

wait: 15

hp: same, variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

mp: same, variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tp: same, variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tpb: same, 50%

wait: 60

animation: 1, targets

wait: 15

hp: same, 0

wait: 60

</Whole Action>

When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
Ahhh, thank you! :) This confused me a lot and I thought I missed something!
 

jonenglish91

Veteran
Veteran
Joined
Aug 23, 2015
Messages
30
Reaction score
32
First Language
English
Primarily Uses
RMMV
Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
Thanks! Yes I did use that plugin, These are custom made sideview actors.

I posted the incomplete sheets here as we revamped the sprites.
 
Joined
Apr 21, 2021
Messages
2
Reaction score
1
First Language
Portuguese
Primarily Uses
RMMV
Hey guys, I'm a noob programmer in need of assistance :elswt:
I'm having trouble to do some pretty simple animations, and hoped you guys could help me.

The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:

<Setup action> move user: target, front, 20 wait for movement </Setup action> <Target action> Motion attack: user action animation: target wait for animation action effect normal critical if user.attackMotion() == 'Thrust' wait: 20 Motion attack: user action animation: target wait for animation action effect normal critical end </Target action>

The line "if user.attackMotion" works fine, but thats not what I wanted, because a spear or punch weapon would activate this as well. I wanted to change the "motion" to "type", but dont know if theres a code for that. Do you guys know what code I could insert? Thanks!
 

JGreene

Veteran
Veteran
Joined
Oct 24, 2015
Messages
452
Reaction score
361
First Language
English
Primarily Uses
RMMV
Try this, instead of attackMotion

if user.isWtypeEquipped(ID)

For clarity, that's the type not the ID of the weapon itself
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
1,749
Reaction score
892
First Language
English
Primarily Uses
RMMV
The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:
The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
 
Joined
Apr 21, 2021
Messages
2
Reaction score
1
First Language
Portuguese
Primarily Uses
RMMV
Try this, instead of attackMotion

if user.isWtypeEquipped(ID)

For clarity, that's the type not the ID of the weapon itself
It worked! Thanks alot :elhappy:

The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
Yeah, I didnt know if it was needed haha I was just copying from some videos about notetags, still a huge noob on programming. Thanks for the info!
 
Last edited:

Restart

Veteran
Veteran
Joined
Mar 15, 2019
Messages
848
Reaction score
706
First Language
English
Primarily Uses
RMMV
A bit of a weird request: I'm trying to debug action sequences in Fossil but I don't use them often enough to really strain the system. Can someone come up with an action sequence that uses as many commands as possible in a way that outputs to the console or has an obvious visual effect, so I can compare how it works in MV vs in fossilized MZ?
 

thenerdmansion

Graphic Design/Complex Eventer
Veteran
Joined
Jan 5, 2015
Messages
214
Reaction score
61
First Language
Spanish
Primarily Uses
N/A
This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.



<setup action>
display action
wait: 77
move target: forward, 48, 12
opacity user: 50%, 100
WAIT FOR OPACITY
wait: 77
opacity user: 100%, 30
clear battle log
wait for movement
</setup action>



<target action>
MOVE user: target, front center, 17
show battle hud
MOTION CHANT: user
wait: 77
HIDE BATTLE HUD
MOTION ITEM: user
JUMP target: 300%, 77
animation 5: target
action effect
action animation
shake screen: 3, 9, 30
tint screen: 68, -68, 0, 68, 45
tint screen: night, 77
wait: 77
tint screen: normal, 77
show battle hud
float enemies: 250, 77
wait for float
float enemies: 0, 77
Attack animation: user
action effect
wait: 77
Attack animation: target
wait: 77
Attack animation: actors
wait: 77
Attack animation: all actors
action effect
wait: 77
Attack animation: dead actors
wait: 77
Attack animation: actors not user
wait: 77
Attack animation: actor 2
wait: 77
Attack animation: character 1
wait: 77
Attack animation: enemies
wait: 77
Attack animation: existing enemies
wait: 77
Attack animation: all enemies
action effect
wait: 77
Attack animation: dead enemies
wait: 77
Attack animation: enemies not user
wait: 57
Attack animation: enemy 2
wait: 57
Attack animation: friends
wait: 57
Attack animation: all friends
wait: 57
Attack animation: dead friends
wait: 57
Attack animation: friends not user
wait: 57
Attack animation: friend 1
wait: 57
Attack animation: opponents
wait: 57
Attack animation: all opponents
wait: 57
Attack animation: dead opponents
wait: 37
Attack animation: opponent 2
wait: 37
Attack animation: all alive
wait: 37
Attack animation: all members
wait: 37
Attack animation: all dead
wait: 37
Attack animation: all not user
wait: 37
Attack animation: focus
wait: 37
Attack animation: not focus
action effect
</target action>

<Finish Action>
death break
perform finish
</Finish Action>
 
Last edited:

Restart

Veteran
Veteran
Joined
Mar 15, 2019
Messages
848
Reaction score
706
First Language
English
Primarily Uses
RMMV
This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.
Thanks a lot. It looks like this seems to be working the same in MZ and MV at least :)
 

Solovei

Has approximate knowledge of many things
Veteran
Joined
Apr 28, 2021
Messages
37
Reaction score
47
First Language
English
Primarily Uses
RMMV
I have sort of a general question re: action sequences.

For my game I wanted to open on a battle, or rather of the end of one - but it wouldn't be a battle that the player controls. So I wanted to kind of make a cutscene within the battle engine. It seems like action sequence is the way to do this, but I wanted to make sure this is possible before I go really in-depth trying to set things up?

Basically, it would be a few pose changes (like, between 'victory' and 'cast' for instance), balloon icons, and lines from characters, and them using their attacks. Not terribly long, just to introduce the party. Then it would transition to the regular map for a more standard evented cutscene.
Thoughts?
 

Maycon Gama Ribeiro

Heroes Of Equilibrium
Veteran
Joined
Oct 10, 2015
Messages
140
Reaction score
20
First Language
Português
Primarily Uses
RMMV
Esta é a versão que fiz para Penta Slash:

<ação do alvo> foco da câmera: targetzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacitymove usuário: alvos, back, 5wait for movementface user: targetmotion attack: useraction animationani wait: 2action effectmove user: alvos, front center, Usuário 5face: ataque targetmotion: userani wait: 3action effectmove user: alvos, parte superior traseira, 5face usuário: targetani wait: 3action effectmove user: alvos, frente, 5face usuário: targetmotion ataque: userani wait: 3action effectmove user: alvos, centro traseiro, Usuário 5face: ataque targetmotion: userani esperar: 5action effectmove user: alvos, frente, 10imortal: alvo, falsejump usuário: 200%, usuário 10face: forwardwait for animationwait for movement </ target action> <follow action> zoom: 100%, 60opacity sem foco: 100%, 60esperar pela opacidade </ seguir ação> Acho que, depois de alguns dias,assim que eu conseguir me encontrar algum tempo, irei montar um pequeno projeto de demonstração de Sequência de Ação para vocês baixarem ~

I think the 16 slash from Alluria was real cool. I modifyed it with a lot of action effects like this. if anyone interested its in spoiler.

<target action>

motion swing: user

action animation

move user: target, front center, 10

wait: 5

move user: target, back center, 10

action effect

wait: 10

opacity user: 0%

wait: 10

opacity user: 20%

wait: 10

opacity user: 40%

wait: 10

opacity user: 70%

wait: 10

motion swing: user

move user: target, front base, 10

face user: backward

action effect

wait: 7

jump user: 150%, 15

face user: forward

action effect

move user: target, front center, 15

wait: 7

motion swing: user

move user: target, back base, 5

wait: 7

action effect

motion swing: user

face user: backward

move user: target, back center, 5

wait: 7

action effect

motion swing: user

face user: forward

move user: target, front center, 5

wait: 7

action effect

motion swing: user

face user: backward

action effect

move user: target, back head, 5

wait: 7

action effect

motion swing: user

face user: forward

move user: target, front base, 5

wait: 7

action effect

motion swing: user

face user: backward

move user: target, back center, 5

wait: 7

action effect

motion swing: user

face user: forward

move user: target, front head, 5

wait: 7

action effect

motion swing: user

face user: backward

move user: target, back base, 5

wait: 7

action effect

motion swing: user

face user: forward

move user: target, front center, 5

wait: 7

action effect

motion swing: user

face user: backward

move user: target, back center, 5

wait: 7

action effect

motion swing: user

face user: forward

move user: target, front center, 5

wait: 7

action effect

motion swing: user

face user: backward

move user: target, back center, 5

wait: 7

action effect

motion thrust: user

face user: forward

move user: target, front center, 10

wait: 7

action effect

move user: target, back center, 5

wait: 10

opacity user: 40%

wait: 5

opacity user: 20%

face user: forward

wait: 5

opacity user: 0%

wait: 30

opacity user: 30%

wait: 3

opacity user: 60%

motion thrust: user

wait: 5

action effect

move user: target, front center, 5

wait: 20

opacity user: 80%

wait: 5

opacity user: 100%

wait for animation

immortal: target, false

action effect

clear battle log

jump user: 100, 40

move user: return, 40

motion escape: user

wait for movement

perform finish

</target action>


I made it with a long animation like penta slash approximately 3 frames long slashes.
MY GOD THIS IS SO PERFECT!
 

Shinoodle

Villager
Member
Joined
May 10, 2021
Messages
6
Reaction score
1
First Language
German
Primarily Uses
RMMV
I have a Problem with this plugin and the animations of some Skills

When i setup my motions for an action sequence the animation sometimes gets out of proportion and the skill is not lining up with the
movement from the plugin anymore. It seems this is caused by the size of the enemy.

Does anyone know how i can prevent this from happening so that the action sequence and the skill animation line up the same way for different
sized enemies?
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
1,749
Reaction score
892
First Language
English
Primarily Uses
RMMV
When i setup my motions for an action sequence the animation sometimes gets out of proportion and the skill is not lining up with the
movement from the plugin anymore. It seems this is caused by the size of the enemy.
Are you using any other plugins that affect animations or combat generally? This plugin does not do anything to your animations aside from display them on command, so anything altering the size of them needs to be coming from someplace else.
 

Shinoodle

Villager
Member
Joined
May 10, 2021
Messages
6
Reaction score
1
First Language
German
Primarily Uses
RMMV
Are you using any other plugins that affect animations or combat generally? This plugin does not do anything to your animations aside from display them on command, so anything altering the size of them needs to be coming from someplace else.
No im not using any other Combat or other Plugins that should interfere with this one. Its also happening when i only use the necessary Plugins without anything else.

Ill show on 2 screenshots what i mean
The Left image is how it looks on a small enemy (and how it should look like) and on the right its the same skill/animation with a bigger enemy.
is there any way i can prevent this from happening?
Screenshot 2021-05-19 203411.pngScreenshot 2021-05-19 203515.png
 

Yuuzal

Villager
Member
Joined
Oct 26, 2020
Messages
7
Reaction score
3
First Language
English
Primarily Uses
RMMV
Can anyone with more brain wrinkles than me figure out why this isn't working as intended? I want each hit to have a different animation if it's critical or not, but maybe I have too many "ifs" going on here or something. It also has additional hits based on the mastery level of the skill. Right now, it just does the skill motion and the action effect and animation but ignores the escape and move motions.

<target action>
if (user.skillMasteryLevel(173) >= 1)
motion escape: user
move user: target, front, 25
face user: home
wait: 20
face user: forward
motion skill: user
action effect
if target.result().critical
animation 98: target
jump target: 100, 60
else
animation 97: target
wait: 5
motion skill: user
action effect
if target.result().critical
animation 98: target
jump target: 100, 60
else
animation 97: target
else
if (user.skillMasteryLevel(173) <= 0)
motion escape: user
move user: target, front, 25
face user: home
wait: 20
face user: forward
motion skill: user
action effect
if target.result().critical
animation 98: target
jump target: 100, 60
else
animation 97: target
end
</target action>
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
1,749
Reaction score
892
First Language
English
Primarily Uses
RMMV
The Left image is how it looks on a small enemy (and how it should look like) and on the right its the same skill/animation with a bigger enemy.
is there any way i can prevent this from happening?
Ah. Your original post talked about the animation being "out of proportion," so it sounded like the actual size of the animation was different.

This is happening because you have the animation playing on the enemy, and its position is set to Center - and, logically enough, the center will be in different places depending on the size of the enemy sprite.

To get around this, you could try setting the animation position to Feet and raising where the animation frames are on the screen; or you could reposition the animation to be way to the left and have it play on the character's actor instead of the enemy.
Can anyone with more brain wrinkles than me figure out why this isn't working as intended?
It's rather hard to read through this - it's good practice to indent anything inside of an "if" by a few spaces (and then you'd put the sequence inside a CODE tag to preserve that spacing). It looks like the entire thing is inside of "if skill mastery > 173", and I'm not sure that's what you wanted.

In fact, I think if you do that, you will immediately see where your errors are - you have a bunch of missing "end" commands. You can see below what I'm talking about...you need to figure out exactly where you want them to achieve the effects you're looking for.

Code:
if (user.skillMasteryLevel(173) >= 1)
  motion escape: user
  move user: target, front, 25
  face user: home
  wait: 20
  face user: forward
  motion skill: user
  action effect
// Is this supposed to be inside of the prior if?
    if target.result().critical
    animation 98: target
    jump target: 100, 60
    else
        animation 97: target
        wait: 5
        motion skill: user
        action effect
// You need an "end" right here

// This will never happen, because it's inside of "else" that already means the result is not critical
        if target.result().critical
// etc....
 

Yuuzal

Villager
Member
Joined
Oct 26, 2020
Messages
7
Reaction score
3
First Language
English
Primarily Uses
RMMV
Hmm...so I need to have 'end' in several places? I thought end was only used at the very end of the statement. I'm obviously not well versed in this sort of thing lol.

Code:
<target action>
if (user.skillMasteryLevel(173) >= 1)
     motion escape: user
     move user: target, front, 25
     face user: home
     wait: 20
     face user: forward
     motion skill: user
     action effect
//This changes the animation if it's critical
     if target.result().critical
     animation 98: target
     jump target: 100, 60
     end
//This is the normal animation
     else
     animation 97: target
     wait: 5
     motion skill: user
     action effect
     end
//Skill hits twice at this mastery level
wait: 5
motion skill: user
action effect
if target.result().critical
     animation 98: target
     jump target: 100, 60
     end
  else
  animation 97: target
  end
//This is the single hit version if it's mastery level zero
else if (user.skillMasteryLevel(173) <= 0)
     motion escape: user
     move user: target, front, 25
     face user: home
     wait: 20
   face user: forward
   motion skill: user
   action effect
//Same as above, critical gives different animation
   if target.result().critical
      animation 98: target
      jump target: 100, 60
      end
   else
//Normal animation
   animation 97: target
   end
</target action>
 

Latest Threads

Latest Posts

Latest Profile Posts

Happy Friday, y'all! I just got home from work and am sitting down with a nice cider, and I'm ready to chill and enjoy myself. Not sure if I'm gonna dive into any of my game-related projects or not tonight.... we'll see how I feel after unwinding for a bit I guess!
Just found out that mint tea made from chocolate mint tastes a bit like hot cocoa with candy cane stirred in. As I'm allergic to chocolate this makes me very happy.
It's special day for me tomorrow so time to vanish for 24 hours lol.
So Deltarune Chapter 2 is supposed to release today... if it's out already, has anyone played it? And I can't because I have a stinking Mac and not a Windows PC.

Forum statistics

Threads
115,140
Messages
1,087,567
Members
149,654
Latest member
Ryker15
Top