SRPG Engine - [Add Votes for RTP] Plugins for creating Turn Based Strategy game

If I provided RTP for this project, what style would you choose? (not guaranteed to be applied)

  • RPG Maker MV style

  • RPG Maker MV in Tonbi tall sprite style

  • SRPG Studio style

  • Pioneer Valley Games style

  • Other style (please suggest it in comment section of this Thread)


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NatePlays

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=> also looking at the Code of "SRPG_UncounterableAttack" ,could also help to understand how Counters can be avoided..with JS Code,..
(That Plugin is used with the old Core in the "Updated Demo")
I think that one is what I want, does it still work?

EDIT: Yep, it works! I was searching that for fixing some skills I had that would trigger enemy counters even if they were not in range (I don't want to use StatCounter for design reasons, taking turns attacking encourages strenght in numbers, not individual characters), and I think those skills should be uncounterable anyway.
 
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Dopan

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I think that one is what I want, does it still work?

EDIT: Yep, it works! I was searching that for fixing some skills I had that would trigger enemy counters even if they were not in range (I don't want to use StatCounter for design reasons, taking turns attacking encourages strenght in numbers, not individual characters), and I think those skills should be uncounterable anyway.
SRPG_UncounterableAttack.js is the Plugin that provides the SkillNote "<srpgUncounterable>".
on the New Core (1.30 - 1.32) this is Intigrated in the SRPG_Core..
-> However the JS Code of that Plugin Shows how to clear the Action.
(in Detail: the counter action of the target)
=> Good to hear that it solved your Problem..

edit
after reading the posts again, i think i missunderstood which notetag you talked about in the first Place,but it doesnt matter .. as long the problem is solved^^
------
(...)
Edit @ ALL
I just recognized, that both Tutorial-Demos using the old Q_StatCounter.js instead of SRPG_StatBasedCounter.js..
( SRPG_StatBasedCounter.js
can be found on DrQs Github)
-> i wil change that ASAP and Update The download Links.
---
Done.. Links are updated.
 
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CllZoR

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Hello guys! First of all i'd like to thank you all so much for all the great work you have put in the translation of this engine and all the awesome plugins developed so far!

I have been toying with the engine this week, and wanted to report the following points. You are possibly aware of them so if that's the case, my bad:
- The status such as Sleep, which are limited in time/turn, never go away except when the target is receiving damages. Is there a function/script call that should be added for these status to disappear after x number of turns?
- Whatever I do, even on a fresh install of the demo with no other plugin installed and on RPG Maker MV 1.6.2, I cannot make ImmediateSkills work. The notetag doesn't seem to produce any effect. I understand the tagged skill should not consume a turn after being used, which means that an attack/other skill or movement action could be used by the actor afterwards right? I have no idea what else to try to make this work. As I said, even adding it on any skill from the Demo project with no other modification does not work.
- Is it possible to completely remove a skill's animation? I don't want to use the Map Battle, but for some cases like jump skills etc..., the animation is very useless and could be entirely skept or at least shown on map.

Thanks again to all of your for this awesome work and support! I'll be sure to pledge next month.
 
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kasino

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I honestly am interested in this plugin, and I'm going to try to figure it out. However, a video of some sort or a wiki would be a lot more helpful to me, as I do better following along with the code rather than playing a finished product. This plugin seems like one that needs to be thoroughly taught.
 

Dopan

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I honestly am interested in this plugin, and I'm going to try to figure it out. However, a video of some sort or a wiki would be a lot more helpful to me, as I do better following along with the code rather than playing a finished product. This plugin seems like one that needs to be thoroughly taught.
Welcome @kasino
At the moment there is no Video or wiki. We got only the Plugins help Descriptions.
When i started with SRPG, it was pretty hard to figure out which SRPG Plugins are Compatible with each other, or in which order the SRPG Plugins must be placed. In some cases it was also hard to figure out which Plugin requires which other Plugin.
After i figured these things out,mostly with a lot of help and infos from DrQ.., i decided to make the Tutorial Demo(s) in order to make it easier for new Users to handle these starting Problems.
And to be Honest if i would try to make tutorial Videos i wouldnt know where to start or where to end,because SRPG is such a nice Engine and its easy possible to build new (SRPG_Extension-)Plugins and improve the whole Engine.

For new User i can just advice to use the Default Demo(from the First posting #1) in order to figure out the Basics how to Setup a Battle.
The main thing you need to figure out is the usage of the "battleMap making Events":
- Start battle Phase (happens 1 time at start of battlemap)
- Actor Phase (thats where the User Act)
- Enemy Phase (thats where the Enemy AI Act)
- Pre Action Phase (happens before every Action)
- Post action Phase (happens after every Action)

And as soon you learned everything from the Default Demo and want to use more SRPG Plugins ,i would advice to use the Tutorial Demo(s) from my Signature Spoiler.
(I did most things in the Common Events to keep the MapEvents Clean and added some Maps for tutorial purposes)
=>Apart from the Core Engine itself, at the moment ,the Most important plugins are made from
Doktor_Q, also
boomy made 2 Plugins by now , and i made some simpler Plugins..
=> you can find the Plugins on the GitHub Pages
-> also my Tutorial Demos use all Compatible SRPG Plugins in the right Order and some of them are edited (extended).


(sry for the long text^^, pls ask if you need help with anything)
 
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Dopan

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Hello guys! First of all i'd like to thank you all so much for all the great work you have put in the translation of this engine and all the awesome plugins developed so far!

I have been toying with the engine this week, and wanted to report the following points. You are possibly aware of them so if that's the case, my bad:
- The status such as Sleep, which are limited in time/turn, never go away except when the target is receiving damages. Is there a function/script call that should be added for these status to disappear after x number of turns?
- Whatever I do, even on a fresh install of the demo with no other plugin installed and on RPG Maker MV 1.6.2, I cannot make ImmediateSkills work. The notetag doesn't seem to produce any effect. I understand the tagged skill should not consume a turn after being used, which means that an attack/other skill or movement action could be used by the actor afterwards right? I have no idea what else to try to make this work. As I said, even adding it on any skill from the Demo project with no other modification does not work.
- Is it possible to completely remove a skill's animation? I don't want to use the Map Battle, but for some cases like jump skills etc..., the animation is very useless and could be entirely skept or at least shown on map.

Thanks again to all of your for this awesome work and support! I'll be sure to pledge next month.
@CllZoR
sry i somehow didnt saw your post Earlier..
(and sry for doubleposting)
However the Bugs you mentionend are only Part of the Default Demo from the First posting ( #1) .
-only the Bug about MV1.62 is something i cant tell
( i dont use MV1.62)
- The "Sleep" problem is solved with the Plugin "SRPG_CooldownPatch" or "SRPG_LimitedUsePatch" im not sure ,but its fixed with one of the patch Plugins..
- The "ImmediateSkill" Problem is not solved but you dont need "ImmediateSkill", because this is buged and not compatible to things like AOE usage fo example..
=> use AddActionTimes instead,it does nearly the same thing but works correctly and is more compatible to other functions.
(AddActionTimes was added with a later Core Version ,and "ImmediateSkill" existed allready earlier,thats why both are availleble..)
=>
I advise to try the Tutorial Demos of my Signature Spoiler, there you find all compatible SRPG Plugins in the right Order,and you dont have to worry about old Bugs^^
( if you find new Bugs that would be helpfull aswell^^)

Edit ( about removing Animations)
I think you should be able to make skills that dont use an Animation ,by putting a Blank (empty) Animation in the Skill Setup..
 
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kasino

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@CllZoR
sry i somehow didnt saw your post Earlier..
(and sry for doubleposting)
However the Bugs you mentionend are only Part of the Default Demo from the First posting ( #1) .
-only the Bug about MV1.62 is something i cant tell
( i dont use MV1.62)
- The "Sleep" problem is solved with the Plugin "SRPG_CooldownPatch" or "SRPG_LimitedUsePatch" im not sure ,but its fixed with one of the patch Plugins..
- The "ImmediateSkill" Problem is not solved but you dont need "ImmediateSkill", because this is buged and not compatible to things like AOE usage fo example..
=> use AddActionTimes instead,it does nearly the same thing but works correctly and is more compatible to other functions.
(AddActionTimes was added with a later Core Version ,and "ImmediateSkill" existed allready earlier,thats why both are availleble..)
=>
I advise to try the Tutorial Demos of my Signature Spoiler, there you find all compatible SRPG Plugins in the right Order,and you dont have to worry about old Bugs^^
( if you find new Bugs that would be helpfull aswell^^)

Edit ( about removing Animations)
I think you should be able to make skills that dont use an Animation ,by putting a Blank (empty) Animation in the Skill Setup..
I appreciate you responding back, thank you! The whole thing is still highly complex for my brain but it is a great system nonetheless. I'm gonna do my best to learn it.
 

theredglove

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Does anyone know of a way to make it so I can put things like MP Regen in my spell formulas?
I have the formula "a.mat - b.mdf; a.gainMp(2)"

The problem is that when you select an enemy on the map and bring up the battle prediction window, the SRPG plugin calculates the damage formula and adds the MP to your character when you select the enemy to attack, not when you perform the attack. So I can totally refill my char's mana by deselecting and reselecting an enemy multiple times.

One workaround is to put "MP +2: user" in a Yanfly action sequence, but I don't want to have to waste time writing action sequences for every regular spell in mygame.

Any help would be greatly appreciated.
 

Dopan

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You can also add the MP-Regen by State and Ex Parameter..
And dont use the DMG formula ,use Common Event which is added to a Skill or use the SkillNoteTag "Custom ExeCution" from YEPs SkillCore.
(to avoid any conflict with the DmG Formula)
-> if you dont want to use a MP-Regen State than you can still use the "gainMp(2)" like i mentioned it above..
(Common Event OR the SkillNoteTag "Custom ExeCution".)
=> "a = user " and "a" is the game battler that means :

JavaScript:
$gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1];
//( Unit Game battler Code for "active Unit")
- if you use a Common Event for this ,you should be able to attach the "Gain-MP Common Event" to any Skill..
(without much work)

Edit
The Example which you used(without using States and Ex Param)would look like this:
JavaScript:
$gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].gainMp(2);
// that means: "activeBattleUnit.gainMp(2)" instead of " a.gainMp(2) "
// its basicly the same thing ..and should work as script without problems or conflicts in a CommonEvent or in a "CustomEx" SkillNote
 
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Frostorm

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@Dopan So I just downloaded the "SRPG Extension Demo 1.1" which says "this Core has the mapbattle Plugin included". However, when I ran the demo, the SV battle still took place. I also tried SRPG_core -> "use map battle" -> 3 (always) but same result...
 

Dopan

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@Dopan So I just downloaded the "SRPG Extension Demo 1.1" which says "this Core has the mapbattle Plugin included". However, when I ran the demo, the SV battle still took place. I also tried SRPG_core -> "use map battle" -> 3 (always) but same result...
Thats because of the SkillNoteTag which i used.
(<mapBattle:true/false>)
also i made a Common Event Setup that disables MapBattle when Units are chosen to act, which is not required..
( i did this when i builded the Plugin "MapForceAction" to make sure that MapBattle is set to false after the plugin does anything)
The Thing in both Demos is, that i made every Attack Skill <mapBattle:false> and any Magic Skill <mapBattle:true>..
(in order to show both..)
-> You just need to use The Skill NoteTag <mapBattle:true> or if you use "always mapbattle-ParamSetup", like you mentioned, you have to erase the Skill NoteTag <mapBattle:false> from any Skill in the Demo
- this should be done on any Skill that is SkillType "special" (not "magic") and on the main Attack Skill..
Its No Bug its just a wrong Setup for what you want^^
( I made this Setup by default for both demos for tutorial purposes)


Edit
=> safest way to not Conflict with my Common Event Setup that disables MapBattle , is to put the SkillNote"<mapBattle:true>" on every Skill in the Demo
(for what you want in the demo)
-> also "YEP Action Sequenses"-SkillNote should be deleted in such case

Edit 2
->The Common Event Setup that Disables MapBattle and forces you to use the SkillNote "<mapBattle:true>" is this :
(in case you want to delete it)
Screenshot_3.png
 
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TrentL111

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You guys are doing incredible work here. So tempted to start my own game with your plugins. Thanks so much for everything.

Edit - I've been trying out both the Updated-SRPG Demo.3.1 Final and the SRPG Extension Demo 1.1 , and the game seems to hang after an actor takes their turn. There is a yellow icon either on the Actor themselves (like using a self buff skill) or one square in each cardinal direction. Pressing any key doesn't do anything, but I can go into the menu and manually End Turn, but that only resets the actor's turn, meaning they can go again.

Sometimes this happens and sometimes it doesn't, leaving their turn ended correctly with the E icon by them. Also, the game hangs after an enemy moves, like they are unable to perform an action like waiting.
 
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Dopan

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You guys are doing incredible work here. So tempted to start my own game with your plugins. Thanks so much for everything.

Edit - I've been trying out both the Updated-SRPG Demo.3.1 Final and the SRPG Extension Demo 1.1 , and the game seems to hang after an actor takes their turn. There is a yellow icon either on the Actor themselves (like using a self buff skill) or one square in each cardinal direction. Pressing any key doesn't do anything, but I can go into the menu and manually End Turn, but that only resets the actor's turn, meaning they can go again.

Sometimes this happens and sometimes it doesn't, leaving their turn ended correctly with the E icon by them. Also, the game hangs after an enemy moves, like they are unable to perform an action like waiting.
I just tried to replicate that Bug, and im pretty sure that is has something to do with my new Plugin "SRPG_RangeDMG.js".
It seems that i made a Mistake when adding something in the PostAction Phase with the Plugin, this makes the Bug !
- Im not sure what i did wrong and how to solve it, but as soon i figured this out i will ReUpload Bugfixed Versions of Both Demos
(what is confusing me ,is that it doesnt happen with the first Unit which is used ,..it always happens later with the 2nd Unit which is used or even later..)

=> at the Moment the only thing you can do to fix that, is disable the Plugin "SRPG_RangeDMG.js" and change the Attack Skill DMG Formula to Default (Skill ID 1)
-->Here the Formula from Skill 1 that is made to work with the Plugin "SRPG_RangeDMG.js" :
(a.atk * 4 - b.def * 2) * (v[97] * 0.1)
--> Here how the Default DMG Formula fron attackSkill Skill ID 1 should look without using the Plugin "SRPG_RangeDMG.js" :
a.atk * 4 - b.def * 2
Sry but such Bugs happen when new (selfmade)Plugins are used , and THX for showing the Bug!
(when it comes to JS , i still have to learn more so my plugins often need to be reworked till everything works correctly)
 
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TrentL111

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I just tried to replicate that Bug, and im pretty sure that is has something to do with my new Plugin "SRPG_RangeDMG.js".
It seems that i made a Mistake when adding something in the PostAction Phase with the Plugin, this makes the Bug !
- Im not sure what i did wrong and how to solve it, but as soon i figured this out i will ReUpload Bugfixed Versions of Both Demos
(what is confusing me that it doesnt happen with the first Unit which is used it always happens later with the 3rd Unit which is used or even later..)

=> at the Moment the only thing you can do to fix that, is disable the Plugin "SRPG_RangeDMG.js" and change the Attack Skill DMG Formula to Default (Skill ID 1)
-->Here the Formula From Skill 1 that is made to work with the Plugin "SRPG_RangeDMG.js" :

--> Here how to the Default DMG Formula fron attackSkill Skill ID 1 should look without using the Plugin "SRPG_RangeDMG.js" :



Sry but such Bugs happen When new (selfmade)Plugins are used , and THX for showing the Bug!
Thank you so much for your quick reply! I appreciate you mate. Will do that as soon as I get home. I thought it was something on my end because no one else has mentioned it, but I am appreciative that you're going to fix it. All the best to you.
 

Dopan

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Ok i figured Out & Fixed the Bug on "SRPG_RangeDMG.js" .
Fixed Plugin Version is added to my GitHub, and to all Uploaded Zip files.
--------
Also i found another Incompatiblety betwen the "Agi Att +"-Function of the new SRPG Core & SRPG StatCounter.js :
("Agi Att +"-Function is part of the Core since CoreVersion1.30)
- SRPG StatCounter.js is INCOMPATIBLE with the Counter behavior of "Agi Att +"-Function.
=> its nothing Gamebreaking ,but it will add counters to the Counter if Agi is ">="
(Agi betwen user & target)
--> Thats why i had to Disable SRPG StatCounter.js from the " SRPG Extension Demo 1.1 "
(SRPG Extension Demo 1.1 uses SRPG Core Version 1.32 & activated Agi Extra Function)
- also i had to Erase the Counter Stats EX- Param of each Unit of course
==> I didnt delete SRPG StatCounter.js from the PluginManager, its only Disabled , because if anyone decides to use the Newsest Core and DE-Activating "Agi Extra Function" in Core Param Setup, than SRPG StatCounter.js can work with this Core & DemoVersion.
(but than the "Counter Stats EX- Param" of each Unit ,has to be added again like its done in the "Updated Demo" which uses the "old Core" without the "Agi Extra Function" implemented)

And the Counter Behavior of "Agi Att +"-Function is also Incompatiple with some "MapForceAction"-Functions

(it will also add more actions, but nothing gamebreaking)
=> thats why Skills which work with the MapForceAction-Plugin use the SkillNote :
<AgiExtra:false>
(disable Agi Att + Completly for MapbattleSkills_only with this SkillNote)
(<AgiExtra:false> is also added to all other Magic Skills that are *MapBattle"true"* and Attacks an enemy)

--------
Some might ask :
*whats the difference betwen the SkillNotes: "<AgiExtra:false>" & "<doubleAction:false>"?*
("<AgiExtra:false>" & "<doubleAction:false> do both Disable Agi Att + for skills)
=> "<AgiExtra:false>" Disables only the mapbattle Part of "Agi Att +"-Function Completly.
(also the AGi Counter Behavior that makes Problems)
=> "<doubleAction:false>" Disables only the "2nd Action" Part which is triggered because of higher Agi. But this Skillnote works for Both BattleModes.
(SV & mapBattle)
--> <doubleAction:false> is the default SkillNote from the Agi Extra Function.
(<doubleAction:false> is part of SRPG Core since Version 1.30)
--> <AgiExtra:false> is the SkillNote which i created & added to avoid Conflicts that can happen with MapBattle"true"_Skills
(<AgiExtra:false> only exist in Core Versions which are edited by me)
--------

I also added a new Common Event to both Demos to handle some extras on the MapforceAction Setup , ..
The "MapForceDoubleAction Skill(skill-ID_77)" will now only work for Actor 9 & 10 (Nymphe & Shadow) .
=> also this "Magic_Skill" will only be availleble if they are In a Distance of 2 or less..

(this Function is a Friend Combo Skill and has NOTHING to do with "<doubleAction:false>")
=> the fact that the names are similar is just a bad Coinsidence

--------
The MapForceAction Plugin can also be used to replicate Functions Like "AGI Att +" but with more possibletys ,because the "If conditions" would be Selfmade.
(works only on Battle Mode *mapBattle"true"*)
If Anyone wants to Replicate Functions Like "AGI Att +" ,for SV battle Mode ,this can be made with the default "forceAction Funtion" from the rpg system.
(I explained somewhere else how to do this) => #891
------
------

All Links in my Signature Spoiler are Updated..
 
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Frostorm

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Hi, I just wanted to ask if anyone here would be interested in or willing/able to write an SRPG plugin that changes it to individual turn order? Basically where each unit (whether ally or enemy) goes in order of highest to lowest Speed/Agility instead of the default Fire Emblem style turn ordering. Also, if possible, having turn order manipulation (i.e. delaying a target's turn) would complete the package. I know @Dopan mentioned it would be difficult but not impossible. This is something I'd be willing to pay for. The way SRPG currently handles turn order (Fire Emblem style) is the only reason I haven't switched from LTBS yet.
 
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siluman

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Hello there guys,
I saw that this thread is talking about Gakuto's SRPG plugin so I want to try entering.
currently, I am trying to convert several plugins to work in MZ and this is one of them.
Hopefully, I am in the right place.
 

Dopan

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Hello there guys,
I saw that this thread is talking about Gakuto's SRPG plugin so I want to try entering.
currently, I am trying to convert several plugins to work in MZ and this is one of them.
Hopefully, I am in the right place.
Welcome @siluman
this is planned for the future,..
(...)
For initial information, SPRG Engine MZ is also planned in the future because of high interest for this system.
perhaps you like to Contact RyanBram he mentioned this Quoted Text , here #1,007..
At the Moment there already a lot of other SRPG Plugins which are only made for MV ,..
(most of them can be found in my Tutorial Demos ,from my Signature Spoiler)
-or you can find them on the GitHub pages which are mentioned here
#1..
Sry but i dont have more Infos about that..

Edit
I forgot to mention , i got no JS Skills when it comes to MZ.
My JS knowlegde is pretty low and I am still learning to be better with MV..
( I am not able to help with this)
 
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siluman

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Welcome @siluman
this is planned for the future,..

perhaps you like to Contact RyanBram he mentioned this Quoted Text , here #1,007..
At the Moment there already a lot of other SRPG Plugins which are only made for MV ,..
(most of them can be found in my Tutorial Demos ,from my Signature Spoiler)
-or you can find them on the GitHub pages which are mentioned here
#1..
Sry but i dont have more Infos about that..
Ooh, that's very nice of him,
Well, embarrassed as I am too currently struggling in some invisible error while changing all window base to rect XD.
Still new in RM coding and Js.
1603550906039.png

Also, I modified it to fits my game theme like this

1603550950488.png
[\SPOILER]
 

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