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ramza

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Or I could just lengthen the default charging speed, and quicken every other skills then .___. time to F5-Database notebox copypasta spam 
I literally had no idea that F5 did that. You just saved me a ridiculous amount of time when I have to do the copy pasta in the future. XD
 

Crimson Dragon Inc.

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hmmm with the element cores.....with element magnify note tag can i do formulas like (15+ ((level  - 1) * .3)% so as to make characters to are able to increase their damage with innate element as they level......or is this currently beyond what the plug in can do?
 

firestalker

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Plugin Name: Action Sequence Bug...


 


Bug Explanation: A skill with an Action Sequence will run through the default skill actions BEFORE running the Action Sequence.


 


Error Report: (No error report)


 


Exact Steps on How to Replicate Bug: In the sample project provided, talk to the NPC and start the battle.  Cast "Pyro I" from one of the Actors and you'll see it run through the default Spell casting animation before running the Action Sequence.  I looks like it starts to work, the camera zooms slightly, but then it stops and runs the default sequence.


 


Sample Project (REQUIRED):


https://www.mediafire.com/?dy92bebxyvbus6b
 

Yanfly

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Plugin Name: BattleEngineCore


 


Bug Explanation: In the battle, if a character is in invincible state and his HP is 0, multiple attack doesn’t work.  


 


Error Report: (No error report)


 


Exact Steps on How to Replicate Bug:


[If HP is not 0,]  https://youtu.be/q8fS-wc1bU8


[But if HP is 0 and Invincible,]  https://youtu.be/n4N7U9j5qro


 


Sample Project (REQUIRED):


https://www.dropbox.com/s/ru1yf6mmaah6ft0/Battle%20Engine%20Core%20Problem.zip?dl=0


This is because of the inherent Death Breaks in the action sequence. Death Break occurs when the death state is detected on the user or if the user's HP is 0. That said, I will be updating this so it works better. :)


---

hmmm with the element cores.....with element magnify note tag can i do formulas like (15+ ((level  - 1) * .3)% so as to make characters to are able to increase their damage with innate element as they level......or is this currently beyond what the plug in can do?


Magnify is just a number. You can't use formulas with it. If you want to use formulas, you'll have to do that with Buffs & States Core Lunatic Mode.


---

Plugin Name: Action Sequence Bug...


 


Bug Explanation: A skill with an Action Sequence will run through the default skill actions BEFORE running the Action Sequence.


 


Error Report: (No error report)


 


Exact Steps on How to Replicate Bug: In the sample project provided, talk to the NPC and start the battle.  Cast "Pyro I" from one of the Actors and you'll see it run through the default Spell casting animation before running the Action Sequence.  I looks like it starts to work, the camera zooms slightly, but then it stops and runs the default sequence.


 


Sample Project (REQUIRED):


https://www.mediafire.com/?dy92bebxyvbus6b


Action Sequence Help goes here:
 

Yanfly

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Tips & Tricks - Thievery (Final Fantasy 9) - RPG Maker MV












Thievery is a skill used by Zidane, the protagonist of Final Fantasy 9. Thievery deals damage based on Zidane's agility and the number of times Zidane has successfully stolen something from his enemies. Now, you can recreate an effect like this for RPG Maker MV, too!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/06/15/tips-tricks-thievery-final-fantasy-9-rpg-maker-mv/


Enjoy!
 

Audorn

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Thread reminder:

             THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


BASIC TROUBLE SHOOTING




1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 
 

firestalker

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Action Sequence Help goes here:
This isn't a problem with the Action Sequence, in fact that works exactly the way it's supposed to AFTER the bug where the skill runs the default skill motion.  The skill Attacks twice...  Not because the action sequence is coded wrong or anything, I've thought of that and went step by step through the sequence, it's all there and and accounted for.  I'm not looking for help on how to make a sequence I figure that out myself...  but when the sequence starts then stops and changes to the default skill motion THEN continues the sequence AFTER the skill has attacked, then I think it's a bug...  If your saying that it's the sequence then I have no idea how that becomes possible...
 

Audorn

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This isn't a problem with the Action Sequence, in fact that works exactly the way it's supposed to AFTER the bug where the skill runs the default skill motion.  The skill Attacks twice...  Not because the action sequence is coded wrong or anything, I've thought of that and went step by step through the sequence, it's all there and and accounted for.  I'm not looking for help on how to make a sequence I figure that out myself...  but when the sequence starts then stops and changes to the default skill motion THEN continues the sequence AFTER the skill has attacked, then I think it's a bug...  If your saying that it's the sequence then I have no idea how that becomes possible...
I took a look at your project, and I see what you're saying, but I think it has to do with the <setup action> you created.  I've found in making some of my action sequences that some commands work better in a certain order or within certain groups <setup, whole, follow, etc...>.  If you haven't already checked out that link Yanfly posted, I would really recommend it - even if you just grab something to start from there that looks close as a template.  Barring that, I would start over on that action sequence, but test run it after each command you add to make sure it's not playing the default animation first, and is doing everything you're telling it to, then keep adding until it breaks and you'll see what's causing the problem.  


Hope that helps
 

Yanfly

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This isn't a problem with the Action Sequence, in fact that works exactly the way it's supposed to AFTER the bug where the skill runs the default skill motion.  The skill Attacks twice...  Not because the action sequence is coded wrong or anything, I've thought of that and went step by step through the sequence, it's all there and and accounted for.  I'm not looking for help on how to make a sequence I figure that out myself...  but when the sequence starts then stops and changes to the default skill motion THEN continues the sequence AFTER the skill has attacked, then I think it's a bug...  If your saying that it's the sequence then I have no idea how that becomes possible...


I redownloaded your project again added:


<Whole Action>


</Whole Action>


<Follow Action>


</Follow Action>


No more "double" actions. Thus, this shows that it's an action sequence issue. Action sequences ALWAYS go through the same five stages: Setup, Whole, Target, Follow, Finish. You skipped the Whole and Follow segments, therefore, they inherit the default process, which you claim, was the "bug". This means that if you do not clear the Whole and Follow Actions, they will retain the default actions. This is NOT a bug.


These were things I've already explained here in the instruction video:










This document was also linked from my website which explains the same thing.


Now, had you actually gone to the link I've provided you, the help you would have gotten from the very capable members there would have yielded the same exact answer to empty out the Whole and Follow actions. Needless to say, I am not happy about this. This time spent for me could have been spent fixing actual bug reports and developing more plugin content.
 

firestalker

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Ok...  if it worked for you then there's nothing I can do, but I've made a lot of AS and always put just the parts that I was using...  this is the only time this has been an issue.  Also, I checked my other AS skills and they work perfectly and they have the same coding as this one....  so, yeah, not sure what's happening.


I'll try the way Yanfly suggests and see what happens...  
 

Yanfly

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Because what you've done happened to coincidentally overwrite the sequences that aren't used. It's exactly as I've explained:

Action sequences ALWAYS go through the same five stages: Setup, Whole, Target, Follow, Finish. You skipped the Whole and Follow segments, therefore, they inherit the default process, which you claim, was the "bug". This means that if you do not clear the Whole and Follow Actions, they will retain the default actions.


Any further inquiries, move onto the action sequence help thread.
 

biyoutong

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Plugin Name: 


Animated Sideview Enemies


and


Battle Select Cursor


Bug Explanation: 


cannot read property 'width' of undefined


Error Report: 


屏幕快照 2016-06-16 下午2.56.53.png


Exact Steps on How to Replicate Bug: 


Animated Sideview Enemies: <Sideview Battler: filename>


Battle Select Cursor default
 

Yanfly

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Plugin Name: 


Animated Sideview Enemies


and


Battle Select Cursor


Bug Explanation: 


cannot read property 'width' of undefined


Error Report: 


View attachment 40428


Exact Steps on How to Replicate Bug: 


Animated Sideview Enemies: <Sideview Battler: filename>


Battle Select Cursor default


Where is your sample project?


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:


If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.
 
Last edited by a moderator:

Chen

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I was helping my friend with his game and I asked him why the Dual/Double/Triple Attack skills (default skills when you create a project) didn't show the weapon animation.
I found a thread saying something about using the Action Sequence plugins, and that was a no-brainier since he was already using the Battle Core plugin.


I used this notetag to achieve that:

Code:
<Target Action>
motion swing: user
perform action
motion wait: user
action animation: target
wait for animation
action effect: target
death break
perform finish
</Target Action>


It seemed to work but there was a problem, Dual Attack only hits once but the other two work fine. I looked at the skills and noticed Dual Attack is set to repeat 2 times but the other skills are controlled by the scope (2/3 random enemies).


I can fix it like so:

Code:
<Target Action>
motion swing: user
perform action
motion wait: user
action animation: target
wait for animation
action effect: target
action effect: target
death break
perform finish
</Target Action>


But I'm just wondering if this is a bug. Should it ignore the "repeat" parameter or not?


Sample project: http://www45.zippyshare.com/v/kT2jL2Qs/file.html


The skills are under "Special".
 

calexder

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Hi  My God of pretty plugins o/  XD


i have this bug


and well i dont kwon how explain XD


when y luch the battle in database > troops  an chosee the scorpion  whit only 1 scorpio 


show this bug


but when try whit a troop of  2 o more dont show this

Captura.PNG

asas.PNG
 

Audorn

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Hi  My God of pretty plugins o/  XD


i have this bug


and well i dont kwon how explain XD


when y luch the battle in database > troops  an chosee the scorpion  whit only 1 scorpio 


show this bug


but when try whit a troop of  2 o more dont show this
Please include a sample project and follow the above bug report template shown twice on this page - copied from the first page of this thread.  It will save Yanfly time and frustration.


Thank you.
 
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Splatterguy

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Hey Yanfly! Your work ist awesome!!! I love your plugins and use some of them for my RPG Maker MV project!
There is only one thing that makes me realy sad...^^
The PlugIn "GamepadConfig.js" does not support my Logitech gamepad controller F310. (It's wired)


I made a new project, but nothing helped.


The driver of the contoller is the newest.
All other RPG Makers support it.


The GamePad is still working in any other games.


Sometimes the GamePad appear in the options, sometimes it doesn't.


When I press any button, my character just runs down, or up or do something else. There is no controll.


I spend many hours to figure it out, but I can't fix it.


I'm not the only one with the problem: https://rpgmakermv.co/threads/starting-title-menu-with-controller-probably-bug.609/


Can you or anyone else help me? The game is much better with a controller.
Hope I am right here with my report and sorry for bad english, I'm a german. :)
 

Raystorm7

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Plugin Name: Message Core & Extended Message Pack 


Bug Explanation: 


when use the tag \nc<myText>, the tag <br> for make a break line, doesn't works.


(also \n<myTex>, \nd<myText>, etc.. )


Error Report: N/A.


Exact Steps on How to Replicate Bug: 


Create a simple "show text" with text like this:


\nc<Are you sure?<br>You can change it later.>


Sample Project (REQUIRED): 
https://www.dropbox.com/s/prrpzwxblp42vzl/Project3.zip?dl=0
 
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