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*Neo Scene_Debug


Kingartur2
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Nome Script

Descrizione


Aggiunge numerose funzioni alla scene_debug tra le quali quella di cambiare gli attributi dei
personaggi, di cambiare oggetti,armi,armature e denaro o di teletrasportarsi in una mappa specifica e altre
ancora

 

Autore


RTH tradotto da kingartur2

 

Allegati


N/A


Istruzioni per l'uso


Mettete lo script sopra main


 

 

################################################################################
################################################################################
########################### RTH_New_Debug #########################################
################################################################################
################################################################################
#===============================================================================
# Criado por Renan Tsuneo Hangai Junior
#===============================================================================
# Permite ter um scene_debug com mais opções, ajudando no desenvolvimento de seu
# jogo
# Para chamar o Scene_Debug aperte a tecla F9
#===============================================================================

$RTHScript = {} if $RTHScript.nil?
$RTHScript["New_Debug"] = true

class Scene_Debug
	
	#--------------------------------------------------------------------------
	# - Método Inicial
	#--------------------------------------------------------------------------
	
	def initialize(index=0)
		@index = index
	end
	
	#--------------------------------------------------------------------------
	# - Método Principal
	#--------------------------------------------------------------------------
	
	def main
		@help_window = Window_Help.new
		@debug_commands = Window_Degub_Commands.new
		@debug_commands.index = @index
		@debug_commands.help_window = @help_window
		@debug_left = Window_New_DebugLeft.new(0)
		@debug_left.active = false
		@debug_left.visible = false
		@debug_switches = Window_DebugRight.new
		@debug_switches.y = 128
		@debug_switches.visible = false
		@debug_switches.active = false
		@debug_variables = Window_DebugRight.new
		@debug_variables.y = 128
		@debug_variables.mode = 1
		@debug_variables.visible = false
		@debug_variables.active = false
		@debug_maps = Window_Map_Select.new
		@debug_maps.visible = false
		@debug_maps.active = false
		@debug_select_map = Debug_Map.new
		@debug_select_map.visible = false
		@debug_select_map.active = false
		@debug_gold_window = Window_Gold.new
		@debug_gold_window.visible = false
		@debug_gold_window.z = 9999
		@debug_gold_window.x = 320 - (@debug_gold_window.width / 2)
		@debug_gold_window.y = 240 - (@debug_gold_window.height / 2)
		@debug_items = Window_Deubg_Party.new(0)
		@debug_armors = Window_Deubg_Party.new(1)
		@debug_weapons = Window_Deubg_Party.new(2)
		@debug_call_scene = Window_Debug_Call_Scene.new
		@debug_call_scene.visible = false
		@debug_party_heros_window = Window_Debug_Party_Herois.new
		@debug_party_heros_window.visible = false
		@debug_party_heros_window.active = false
		@debug_heros_window = Window_Debug_Herois.new
		@debug_heros_window.visible = false
		@debug_heros_window.active = false
		@debug_atributes = Window_Debug_Party_Herois.new
		@debug_atributes.visible = false
		@debug_atributes.active = false
		@debug_change_atributes = Window_Debug_Hero_Atributes.new(1)
		@debug_change_atributes.visible = false
		@debug_change_atributes.active = false
		@debug_monster_fight = Window_Debug_Troop_Select.new
		@debug_monster_fight.visible = false
		@debug_monster_fight.active = false
		Graphics.transition(20)
		while $scene == self
			Graphics.update
			Input.update
			update
		end
		Graphics.freeze
		$game_map.need_refresh = true
		for txt in self.instance_variables
			next if txt.nil?
			eval("#{txt}.dispose if (#{txt}.is_a?(Window) or #{txt}.is_a?(Sprite)) and !#{txt}.disposed?")
		end
		@debug_select_map.dispose
	end
	
	#--------------------------------------------------------------------------
	# - Atualização da scene
	#--------------------------------------------------------------------------
	
	def update
		@help_window.update
		if @debug_commands.active
			update_degub_commands
		elsif @debug_left.visible
			update_debug_left
		elsif @debug_maps.active
			update_map_select
		elsif @debug_select_map.active
			update_place_select
		elsif @debug_gold_window.visible
			update_debug_gold
		elsif @debug_items.active
			update_debug_items
		elsif @debug_armors.active
			update_debug_armors
		elsif @debug_weapons.active
			update_debug_weapons
		elsif @debug_call_scene.visible
			while @debug_call_scene.visible
				Graphics.update
				Teclas_Input.update
				update_call_scene
			end
		elsif @debug_heros_window.active or @debug_party_heros_window.active
			update_change_party
		elsif @debug_atributes.active or @debug_change_atributes.active
			update_change_atrib
		elsif @debug_monster_fight.active
			update_monster_fight
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização da janela de seleção de comandos
	#--------------------------------------------------------------------------
	
	def update_degub_commands
		@debug_commands.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			$scene = Scene_Map.new
			return
		end
		if Input.trigger?(Input::C)
			$game_system.se_play($data_system.decision_se)
			case @debug_commands.index
			when 0
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_left.tipo = 0
				@debug_left.index = 0
				@debug_left.active = true
				@debug_left.visible = true
				@debug_switches.active = false
				@debug_switches.visible = true
				@help_window.height = 128
				text1 = "C (Intro) : Ativar / Desativar"
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
				@help_window.contents.draw_text(4, 0, 406, 32, text1)
			when 1
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_left.tipo = 1
				@debug_left.index = 0
				@debug_left.active = true
				@debug_left.visible = true
				@debug_variables.active = false
				@debug_variables.visible = true
				@help_window.height = 128
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
				text1 = "← : -1 → : +1"
				text2 = "Q : -10"
				text3 = "W : +10"
				@help_window.contents.draw_text(4, 0, 406, 32, text1)
				@help_window.contents.draw_text(4, 32, 406, 32, text2)
				@help_window.contents.draw_text(4, 64, 406, 32, text3)
			when 2
				@debug_commands.active = false
				@debug_gold_window.visible = true
			when 3
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_maps.visible = true
				@debug_maps.active = true
			when 4
				@debug_items.index = 0
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_items.visible = true
				@debug_items.active = true
				@help_window.height = 128
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
				text1 = "← : -1 → : +1"
				text2 = "Q : -10"
				text3 = "W : +10"
				@help_window.contents.draw_text(4, 0, 406, 32, text1)
				@help_window.contents.draw_text(4, 32, 406, 32, text2)
				@help_window.contents.draw_text(4, 64, 406, 32, text3)
			when 5
				@debug_armors.index = 0
				@debug_armors.visible = true
				@debug_armors.active = true
				@debug_commands.active = false
				@debug_commands.visible = false
				@help_window.height = 128
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
				text1 = "← : -1 → : +1"
				text2 = "Q : -10"
				text3 = "W : +10"
				@help_window.contents.draw_text(4, 0, 406, 32, text1)
				@help_window.contents.draw_text(4, 32, 406, 32, text2)
				@help_window.contents.draw_text(4, 64, 406, 32, text3)
			when 6
				@debug_weapons.index = 0
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_weapons.visible = true
				@debug_weapons.active = true
				@debug_weapons.index = 0
				@help_window.height = 128
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
				text1 = "← : -1 → : +1"
				text2 = "Q : -10"
				text3 = "W : +10"
				@help_window.contents.draw_text(4, 0, 406, 32, text1)
				@help_window.contents.draw_text(4, 32, 406, 32, text2)
				@help_window.contents.draw_text(4, 64, 406, 32, text3)
			when 7
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_party_heros_window.active = true
				@debug_party_heros_window.visible = true
				@debug_party_heros_window.index = 0
				@debug_heros_window.visible = true
				@debug_heros_window.index = -1
			when 8
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_atributes.active = true
				@debug_atributes.visible = true
				@debug_atributes.index = 0
				@debug_change_atributes.visible = true
			when 9
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_monster_fight.active = true
				@debug_monster_fight.visible = true
				@debug_monster_fight.index = 0
			when 10
				@debug_commands.active = false
				@debug_commands.visible = false
				@debug_call_scene.visible = true
			when 11
				$scene = Scene_Map.new
			end
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização da janela de seleção de variaveis ou switchse
	#--------------------------------------------------------------------------
	
	def update_debug_left
		@debug_left.update
		if @debug_switches.visible
			update_debug_switches
		elsif @debug_variables.visible
			update_debug_variables
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização da janela de switches
	#--------------------------------------------------------------------------
	
	def update_debug_switches
		@debug_switches.update
		@debug_switches.top_id = @debug_left.top_id
		if Input.trigger?(Input::C)
			$game_system.se_play($data_system.decision_se)
			if @debug_switches.active
				sid = @debug_switches.top_id + @debug_switches.index
				$game_switches[sid] = (not $game_switches[sid])
				@debug_switches.refresh
			else
				@debug_switches.active = true
				@debug_switches.index = 0
				@debug_left.active = false
			end
		elsif Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			if @debug_switches.active
				@debug_switches.active = false
				@debug_left.active = true
			else
				@debug_commands.active = true
				@debug_commands.visible = true
				@debug_left.active = false
				@debug_left.visible = false
				@debug_switches.active = false
				@debug_switches.visible = false
				@help_window.height = 64
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
			end
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas de variáveis
	#--------------------------------------------------------------------------
	
	def update_debug_variables
		@debug_variables.update
		@debug_variables.top_id = @debug_left.top_id
		vid = @debug_variables.top_id + @debug_variables.index
		if Input.trigger?(Input::C)
			$game_system.se_play($data_system.decision_se)
			if !@debug_variables.active
				@debug_variables.active = true
				@debug_variables.index = 0
				@debug_left.active = false
			end
		elsif Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			if @debug_variables.active
				@debug_variables.active = false
				@debug_left.active = true
			else
				@debug_commands.active = true
				@debug_commands.visible = true
				@debug_left.active = false
				@debug_left.visible = false
				@debug_variables.active = false
				@debug_variables.visible = false
				@help_window.height = 64
				@help_window.contents.dispose
				@help_window.contents = nil
				@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
			end
		elsif Input.repeat?(Input::LEFT)
			$game_system.se_play($data_system.cursor_se)
			$game_variables[vid] = [[$game_variables[vid] - 1, -99999999].max, 99999999].min
			@debug_variables.refresh
		elsif Input.repeat?(Input::RIGHT)
			$game_system.se_play($data_system.cursor_se)
			$game_variables[vid] = [[$game_variables[vid] + 1, -99999999].max, 99999999].min
			@debug_variables.refresh
		elsif Input.repeat?(Input::L)
			$game_system.se_play($data_system.cursor_se)
			$game_variables[vid] = [[$game_variables[vid] - 10, -99999999].max, 99999999].min
			@debug_variables.refresh
		elsif Input.repeat?(Input::R)
			$game_system.se_play($data_system.cursor_se)
			$game_variables[vid] = [[$game_variables[vid] + 10, -99999999].max, 99999999].min
			@debug_variables.refresh
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas dos mapas
	#--------------------------------------------------------------------------
	
	def update_map_select
		@debug_maps.update
		if Input.trigger?(Input::C)
			Graphics.freeze
			$game_system.se_play($data_system.decision_se)
			@help_window.visible = false
			@debug_maps.active = false
			@debug_maps.visible = false
			@debug_select_map.map_id = @debug_maps.map_id
			@debug_select_map.active = true
			@debug_select_map.visible = true
			Graphics.transition(20)
			return
		end
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_maps.active = false
			@debug_maps.visible = false
			@debug_commands.active = true
			@debug_commands.visible = true
			return
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas do local no mapa
	#--------------------------------------------------------------------------
	
	def update_place_select
		@debug_select_map.update
		if Input.trigger?(Input::C)
			$game_system.se_play($data_system.decision_se)
			$game_map.setup(@debug_select_map.map_id)
			$game_player.moveto(*@debug_select_map.pos)
			$scene = Scene_Map.new
			return
		end
		if Input.trigger?(Input::B)
			Graphics.freeze
			$game_system.se_play($data_system.cancel_se)
			@help_window.visible = true
			@debug_select_map.active = false
			@debug_select_map.visible = false
			@debug_maps.active = true
			@debug_maps.visible = true
			Graphics.transition(20)
			return
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas do local no mapa
	#--------------------------------------------------------------------------
	
	def update_debug_gold
		@debug_gold_window.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_gold_window.visible = false
			@debug_commands.active = true
			@debug_commands.visible = true
			return
		elsif Input.repeat?(Input::LEFT)
			$game_system.se_play($data_system.cursor_se)
			if Input.trigger?(Input::LEFT)
				$game_party.lose_gold(1)
				@count = 0
				@debug_gold_window.refresh
				return
			end
			@count += 1
			rate = (@count > 30 ? 500 : @count > 15 ? 100 : 10)
			$game_party.lose_gold(rate)
			@debug_gold_window.refresh
		elsif Input.repeat?(Input::RIGHT)
			$game_system.se_play($data_system.cursor_se)
			if Input.trigger?(Input::RIGHT)
				$game_party.gain_gold(1)
				@count = 0
				@debug_gold_window.refresh
				return
			end
			@count += 1
			rate = (@count > 30 ? 500 : @count > 15 ? 100 : 10)
			$game_party.gain_gold(rate)
			@debug_gold_window.refresh
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas dos items
	#--------------------------------------------------------------------------
	
	def update_debug_items
		@debug_items.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_commands.active = true
			@debug_commands.visible = true
			@debug_items.active = false
			@debug_items.visible = false
			@help_window.height = 64
			@help_window.contents.dispose
			@help_window.contents = nil
			@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
			return
		elsif Input.repeat?(Input::LEFT)
			if $game_party.item_number(@debug_items.index + 1) - 1 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_item((@debug_items.index + 1), -1)
			@debug_items.refresh
		elsif Input.repeat?(Input::RIGHT)
			if $game_party.item_number(@debug_items.index + 1) + 1 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_item((@debug_items.index + 1), 1)
			@debug_items.refresh
		elsif Input.repeat?(Input::L)
			if $game_party.item_number(@debug_items.index + 1) - 10 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_item(@debug_items.index + 1, -10)
			@debug_items.refresh
		elsif Input.repeat?(Input::R)
			if $game_party.item_number(@debug_items.index + 1) + 10 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_item((@debug_items.index + 1), 10)
			@debug_items.refresh
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas das Armaduras
	#--------------------------------------------------------------------------
	
	def update_debug_armors
		@debug_armors.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_commands.active = true
			@debug_commands.visible = true
			@debug_armors.active = false
			@debug_armors.visible = false
			@help_window.height = 64
			@help_window.contents.dispose
			@help_window.contents = nil
			@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
			return
		elsif Input.repeat?(Input::LEFT)
			if $game_party.armor_number(@debug_armors.index + 1) - 1 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_armor((@debug_armors.index + 1), -1)
			@debug_armors.refresh
		elsif Input.repeat?(Input::RIGHT)
			if $game_party.armor_number(@debug_armors.index + 1) + 1 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_armor((@debug_armors.index + 1), 1)
			@debug_armors.refresh
		elsif Input.repeat?(Input::L)
			if $game_party.armor_number(@debug_armors.index + 1) - 10 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_armor(@debug_armors.index + 1, -10)
			@debug_armors.refresh
		elsif Input.repeat?(Input::R)
			if $game_party.armor_number(@debug_armors.index + 1) + 10 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_armor((@debug_armors.index + 1), 10)
			@debug_armors.refresh
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas das Armaduras
	#--------------------------------------------------------------------------
	
	def update_debug_weapons
		@debug_weapons.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_commands.active = true
			@debug_commands.visible = true
			@debug_weapons.active = false
			@debug_weapons.visible = false
			@help_window.height = 64
			@help_window.contents.dispose
			@help_window.contents = nil
			@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
			return
		elsif Input.repeat?(Input::LEFT)
			if $game_party.weapon_number(@debug_weapons.index + 1) - 1 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_weapon((@debug_weapons.index + 1), -1)
			@debug_weapons.refresh
		elsif Input.repeat?(Input::RIGHT)
			if $game_party.weapon_number(@debug_weapons.index + 1) + 1 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_weapon((@debug_weapons.index + 1), 1)
			@debug_weapons.refresh
		elsif Input.repeat?(Input::L)
			if $game_party.weapon_number(@debug_weapons.index + 1) - 10 < 0
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_weapon(@debug_weapons.index + 1, -10)
			@debug_weapons.refresh
		elsif Input.repeat?(Input::R)
			if $game_party.weapon_number(@debug_weapons.index + 1) + 10 > 99
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			$game_party.gain_weapon((@debug_weapons.index + 1), 10)
			@debug_weapons.refresh
		end
	end
	
	#--------------------------------------------------------------------------
	# - Atualização das escolhas das Armaduras
	#--------------------------------------------------------------------------
	
	def update_call_scene
		@help_window.set_text("Digita il nome della scena senza il '.new' ESC - Esci ENTER - Conferma")
		@help_window.update
		@debug_call_scene.update
		pre_text = @debug_call_scene.text.dup
		if Teclas_Input.trigger?(Teclas_Input::Enter)
			begin
				eval("nscene = #{@debug_call_scene.text}.new")
				rescue
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.decision_se)
			eval("$scene = #{@debug_call_scene.text}.new")
			@debug_call_scene.visible = false
		elsif Teclas_Input.trigger?(Teclas_Input::Esc)
			$game_system.se_play($data_system.cancel_se)
			@debug_commands.active = true
			@debug_commands.visible = true
			@debug_call_scene.visible = false
			@debug_call_scene.text = ""
			return
		elsif Teclas_Input.repeat?(8)
			unless @debug_call_scene.can_delete?
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			$game_system.se_play($data_system.cursor_se)
			@debug_call_scene.delete_last
			return
		elsif Teclas_Input.repeat?(Teclas_Input::Underscore)
			$game_system.se_play($data_system.cursor_se)
			@debug_call_scene.text += (Teclas_Input.press?(Teclas_Input::Shift) ? "_" : "-")
		end
		for letra, valor in Teclas_Input::Letters
			if Teclas_Input.repeat?(valor)
				$game_system.se_play($data_system.cursor_se)
				@debug_call_scene.text += (Teclas_Input.press?(Teclas_Input::Shift) ? letra.upcase : letra.downcase)
				break
			end
		end
		if pre_text == @debug_call_scene.text
			for number, valor in Teclas_Input::Numberpad
				if Teclas_Input.repeat?(valor)
					$game_system.se_play($data_system.cursor_se)
					@debug_call_scene.text += number.to_s
					break
				end
			end
		end
		if pre_text == @debug_call_scene.text
			for number, valor in Teclas_Input::Numberkeys
				if Teclas_Input.repeat?(valor)
					$game_system.se_play($data_system.cursor_se)
					@debug_call_scene.text += number.to_s
					break
				end
			end
		end
	end
	
	def update_change_party
		@debug_party_heros_window.update
		@debug_heros_window.update
		if Input.trigger?(Input::C)
			if @debug_party_heros_window.active
				$game_system.se_play($data_system.decision_se)
				@debug_party_heros_window.active = false
				@debug_heros_window.active = true
				@debug_heros_window.index = 0
			elsif @debug_heros_window.active
				if @debug_heros_window.actor_id <= 0 and @debug_party_heros_window.actor_id > 0
					if $game_party.actors.size <= 1
						$game_system.se_play($data_system.buzzer_se)
						return
					end
				end
				$game_system.se_play($data_system.decision_se)
				$game_party.remove_actor(@debug_party_heros_window.actor_id) if @debug_party_heros_window.actor_id > 0
				$game_party.add_actor(@debug_heros_window.actor_id) if @debug_heros_window.actor_id > 0
				@debug_party_heros_window.active = true
				@debug_heros_window.active = false
				@debug_heros_window.index = -1
				@debug_heros_window.refresh
				@debug_party_heros_window.refresh
			end
		elsif Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			if @debug_heros_window.active
				@debug_party_heros_window.active = true
				@debug_heros_window.active = false
				@debug_heros_window.index = -1
			elsif @debug_party_heros_window.active
				@debug_party_heros_window.active = false
				@debug_party_heros_window.visible = false
				@debug_heros_window.active = false
				@debug_heros_window.visible = false
				@debug_commands.active = true
				@debug_commands.visible = true
			end
		end
	end
	
	def update_change_atrib
		@debug_atributes.update
		@debug_change_atributes.update
		@debug_change_atributes.actor_id = @debug_atributes.actor_id if @debug_atributes.actor_id > 0
		if Input.trigger?(Input::C)
			if @debug_change_atributes.active == false
				if @debug_atributes.actor_id <= 0
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				$game_system.se_play($data_system.decision_se)
				@debug_change_atributes.actor_id = @debug_atributes.actor_id
				@debug_change_atributes.index = 0
				@debug_change_atributes.active = true
				@debug_atributes.active = false
			end
		elsif Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			if @debug_change_atributes.active
				@debug_change_atributes.active = false
				@debug_atributes.active = true
			else
				@debug_change_atributes.active = false
				@debug_change_atributes.visible = false
				@debug_atributes.active = false
				@debug_atributes.visible = false
				@debug_commands.active = true
				@debug_commands.visible = true
			end
		elsif @debug_change_atributes.active
			if Input.repeat?(Input::LEFT)
				$game_system.se_play($data_system.cursor_se)
				if Input.trigger?(Input::LEFT)
					eval("$game_actors[#{@debug_atributes.actor_id}].#{@debug_change_atributes.status} -= 1")
					@debug_change_atributes.refresh
					@debug_atributes.refresh
					@count = 0
					return
				end
				@count += 1
				rate = (@count > 30 ? 500 : @count > 15 ? 100 : 10)
				eval("$game_actors[#{@debug_atributes.actor_id}].#{@debug_change_atributes.status} -= rate")
				@debug_change_atributes.refresh
				@debug_atributes.refresh
			elsif Input.repeat?(Input::RIGHT)
				$game_system.se_play($data_system.cursor_se)
				if Input.trigger?(Input::RIGHT)
					eval("$game_actors[#{@debug_atributes.actor_id}].#{@debug_change_atributes.status} += 1")
					@debug_change_atributes.refresh
					@debug_atributes.refresh
					@count = 0
					return
				end
				@count += 1
				rate = (@count > 30 ? 500 : @count > 15 ? 100 : 10)
				eval("$game_actors[#{@debug_atributes.actor_id}].#{@debug_change_atributes.status} += rate")
				@debug_change_atributes.refresh
				@debug_atributes.refresh
			end
		end
	end
	
	def update_monster_fight
		@debug_monster_fight.update
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			@debug_commands.active = true
			@debug_commands.visible = true
			@debug_monster_fight.active = false
			@debug_monster_fight.visible = false
			return
		end
		if Input.trigger?(Input::C)
			call_battle(@debug_monster_fight.troop_id)
		end
	end
	
	def call_battle(troop_id)
		if $data_troops[troop_id] != nil
			$game_temp.battle_abort = true
			$game_temp.battle_troop_id = troop_id
			$game_temp.battle_can_escape = true
			$game_temp.battle_can_lose = true
			$game_temp.battle_calling = false
			$game_player.make_encounter_count
			$game_temp.map_bgm = $game_system.playing_bgm
			$game_system.bgm_stop
			$game_system.se_play($data_system.battle_start_se)
			$game_system.bgm_play($game_system.battle_bgm)
			$scene = Scene_Battle.new
		end
	end
	
end

class Window_Debug_Troop_Select < Window_Selectable
	
	def initialize
		super(0, 64, 640, 480 - 64)
		@troops = $data_troops.dup
		@item_max = @troops.size
		@column_max = 1
		self.contents = Bitmap.new(self.width - 32, @item_max * 32)
		refresh
	end
	
	def refresh
		self.contents.clear
		y = 0
		@data = []
		for troop in @troops
			next if troop.nil?
			@data.push(troop)
			self.contents.draw_text(4, y, 640 - 32, 32, troop.name)
			y += 32
		end
	end
	
	def troop_id
		return @data[self.index].id
	end
	
end

class Window_New_DebugLeft < Window_DebugLeft
	
	#--------------------------------------------------------------------------
	# - Inicialização dos Objetos
	#--------------------------------------------------------------------------
	
	def initialize(tipo)
		@tipo = tipo
		super()
		self.x = 0
		self.y = 128
		self.height = 480 - 128
	end
	
	#--------------------------------------------------------------------------
	# - Atualização
	#--------------------------------------------------------------------------
	
	def refresh
		if self.contents != nil
			self.contents.dispose
			self.contents = nil
		end
		@switch_max = ($data_system.switches.size - 1 + 9) / 10
		@variable_max = ($data_system.variables.size - 1 + 9) / 10
		@item_max = (@tipo == 0 ? @switch_max : @variable_max)
		self.contents = Bitmap.new(width - 32, @item_max * 32)
		self.contents.font.name = $fontface
		self.contents.font.size = $fontsize
		if @tipo == 0
			for i in 0...@switch_max
				text = sprintf("I [%04d-%04d]", i*10+1, i*10+10)
				self.contents.draw_text(4, i * 32, 152, 32, text)
			end
		else
			for i in 0...@variable_max
				text = sprintf("V [%04d-%04d]", i*10+1, i*10+10)
				self.contents.draw_text(4, i * 32, 152, 32, text)
			end
		end
	end
	
	def tipo=(valor)
		return if @tipo == valor
		@tipo = valor
		refresh
	end
	
	#--------------------------------------------------------------------------
	# - Mostrar opções do ID
	#--------------------------------------------------------------------------
	
	def top_id
		return (self.index * 10 + 1)
	end
	
end

class Window_Debug_Party_Herois < Window_Selectable
	
	def initialize
		super(0, 64, 320, 480-64)
		@item_max = 4
		self.contents = Bitmap.new(self.width - 32, self.height - 32)
		refresh
	end
	
	def refresh
		self.contents.clear
		for i in 0...$game_party.actors.size
			x = 44
			y = i * 96
			actor = $game_party.actors[i]
			draw_actor_graphic(actor, x - 20, y + 80)
			draw_actor_name(actor, x + 32, y)
			draw_actor_level(actor, x + 150, y)
			draw_actor_hp(actor, x + 32, y + 25)
			draw_actor_sp(actor, x + 32, y + 50)
		end
	end
	
	def update_cursor_rect
		if @index < 0
			self.cursor_rect.empty
			return
		end
		row = @index / @column_max
		self.top_row = (row < self.top_row ? row : row > self.top_row + (self.page_row_max - 1) ? row - (self.page_row_max - 1) : self.top_row)
		cursor_width = self.width / @column_max - 32
		x = @index % @column_max * (cursor_width + 32)
		y = @index / @column_max * 96 - self.oy
		self.cursor_rect.set(x, y, cursor_width, 96)
	end
	
	def actor_id
		return $game_party.actors[self.index].nil? ? 0 : $game_party.actors[self.index].id
	end
	
	def top_row
		return self.oy / 96
	end
	
	def top_row=(row)
		row = [[row, 0].max, row_max - 1].min
		self.oy = row * 96
	end
	
	def page_row_max
		return (self.height - 32) / 96
	end
	
	def page_item_max
		return page_row_max * @column_max
	end
	
end

class Window_Debug_Herois < Window_Selectable
	
	
	def initialize
		super(320, 64, 320, 480-64)
		self.active = true
		self.visible = true
		self.index = 0
		refresh
	end
	
	def refresh
		@item_max = $data_actors.size - $game_party.actors.size
		if self.contents != nil
			self.contents.dispose
			self.contents = nil
		end
		self.contents = Bitmap.new(self.width - 32, @item_max * 96)
		a = 0
		@data = []
		for i in 0..$data_actors.size
			if i == $data_actors.size
				self.contents.draw_text(0, (a * 96) + 32, 320-32, 32, "Remover", 1)
				next
			end
			next if $data_actors[i].nil?
			actor = $game_actors[i]
			next if actor.nil?
			next if $game_party.actors.include?(actor)
			@data.push(actor)
			x = 44
			y = a * 96
			draw_actor_graphic(actor, x - 20, y + 80)
			draw_actor_name(actor, x + 32, y)
			draw_actor_level(actor, x + 150, y)
			draw_actor_hp(actor, x + 32, y + 25)
			draw_actor_sp(actor, x + 32, y + 50)
			a += 1
		end
	end
	
	def actor_id
		return @data[self.index].nil? ? 0 : @data[self.index].id
	end
	
	def update_cursor_rect
		if @index < 0
			self.cursor_rect.empty
			return
		end
		row = @index / @column_max
		self.top_row = (row < self.top_row ? row : row > self.top_row + (self.page_row_max - 1) ? row - (self.page_row_max - 1) : self.top_row)
		cursor_width = self.width / @column_max - 32
		x = @index % @column_max * (cursor_width + 32)
		y = @index / @column_max * 96 - self.oy
		self.cursor_rect.set(x, y, cursor_width, 96)
	end
	
	def top_row
		return self.oy / 96
	end
	
	def top_row=(row)
		row = [[row, 0].max, row_max - 1].min
		self.oy = row * 96
	end
	
	def page_row_max
		return (self.height - 32) / 96
	end
	
	def page_item_max
		return page_row_max * @column_max
	end
	
end

class Window_Debug_Hero_Atributes < Window_Selectable
	
	def initialize(actor_id)
		super(320, 64, 320, 480 - 64)
		@item_max = 9
		@actor = $game_actors[actor_id]
		@atributos = ["level", "hp", "sp", "maxhp", "maxsp", "str", "dex", "agi", "int"]
		@commands = ["Livello", "HP", "SP", "Max-HP", "Max-MP", $data_system.words.str, $data_system.words.dex, $data_system.words.agi, $data_system.words.int]
		self.contents = Bitmap.new(self.width - 32, @item_max * 32)
		refresh
	end
	
	def actor_id=(valor)
		return if @actor.id == valor
		@actor = $game_actors[valor]
		refresh
	end
	
	def status
		return @atributos[self.index]
	end
	
	def refresh
		self.contents.clear
		for i in 0...@commands.size
			text = @commands[i]
			text2 = ""
			eval("text2 = @actor.#{@atributos[i]}.to_s")
			y = i * 32
			self.contents.draw_text(4, y, 320-36, 32, text)
			self.contents.draw_text(4, y, 320-36, 32, text2, 1)
		end
	end
	
end

class Window_Degub_Commands < Window_Selectable
	
	def initialize
		super(0, 64, 640, 480 - 64)
		s1 = ["Switches", "Permette di modificare le switch"]
		s2 = ["Variabili", "Permette di cambiare i valori delle variabili"]
		s3 = ["Denaro", "Permette di modificare il denaro del personaggio"]
		s4 = ["Mappe", "Permette di teletrasportarsi in una mappa precisa"]
		s5 = ["Oggetti", "Permette di cambiare gli oggetti posseduti"]
		s6 = ["Protezioni", "Permette di cambiare le protezioni possedute"]
		s7 = ["Armi", "Permette di cambiare le armi possedute"]
		s8 = ["Gruppo", "Permette di cambiare il gruppo"]
		s9 = ["Parametri", "Permette di cambiare i parametri dei personaggi"]
		s10 = ["Battaglia", "Permette di povare delle battaglie"]
		s11 = ["Chiama scena", "Permette di cambiare una scena"]
		s12 = ["Esci", "Esci"]
		@commands = []
		@help_texts = []
		for i in 1..12
			eval("@commands.push(s#{i}[0])")
			eval("@help_texts.push(s#{i}[1])")
		end
		self.contents = Bitmap.new(self.width - 32, @commands.size * 32)
		@item_max = @commands.size
		@column_max = 1
		self.active = true
		self.visible = true
		refresh
	end
	
	def update_help
		if @help_window != nil
			if self.active
				@help_window.set_text(@help_texts[self.index])
			end
		end
	end
	
	def refresh
		self.contents.clear
		for i in 0...@commands.size
			draw_item(i)
		end
	end
	
	def draw_item(id)
		self.contents.draw_text(4, id * 32, self.contents.width, 32, @commands[id])
	end
	
end

class Window_Deubg_Party < Window_Selectable
	
	def initialize(tipo)
		super(0, 128, 640, 480 - 128)
		@tipo = tipo
		@names = ["$data_items", "$data_armors", "$data_weapons"]
		@numbers = ["item_number", "armor_number", "weapon_number"]
		self.index = -1
		self.active = false
		self.visible = false
		@column_max = 1
		refresh
	end
	
	def refresh
		if self.contents != nil
			self.contents.dispose
			self.contents = nil
		end
		@data = []
		@array = []
		eval("@array = #{@names[@tipo]}")
		for item in @array
			next if item.nil?
			@data.push(item)
		end
		@item_max = @data.size
		self.contents = Bitmap.new(self.width - 32, @item_max * 32)
		for i in 0...@data.size
			draw_item(i)
		end
	end
	
	def draw_item(id)
		item = @data[id]
		if item == nil
			return
		end
		bitmap = RPG::Cache.icon(item.icon_name)
		x = 4
		y = id * 32
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
		self.contents.font.color = normal_color
		self.contents.draw_text(x + 28, y, 212, 32, item.name)
		eval("self.contents.draw_text(x + 28, y, 640 - 68, 32, $game_party.#{@numbers[@tipo]}(id + 1).to_s, 2)")
	end
	
	def item_id
		return @data[self.index].id
	end
	
end

class Window_Map_Select < Window_Command
	
	def initialize
		@mapas = load_data("Data/MapInfos.rxdata")
		@commands = []
		@data = []
		for i in 1..@mapas.keys.size
			map = @mapas[i]
			next if map.nil?
			@commands.push(map.name)
			@data.push(i)
		end
		@item_max = @commands.size
		@column_max = 1
		super(640, @commands)
		self.height = 480 - 64
		self.y = 64
		refresh
	end
	
	def map_id
		return @data[self.index]
	end
	
end

class Debug_Map
	
	attr_reader :active
	attr_reader :visible
	
	#--------------------------------------------------------------------------
	# - Inicialização dos Objetos
	#--------------------------------------------------------------------------
	
	def initialize(id=0)
		@active = false if @active.nil?
		@visible = false if @visible.nil?
		@map = Game_Map.new
		return if id == 0
		@map.mmsetup(id)
		# Criar pontos de vista
		@viewport1 = Viewport.new(0, 0, 640, 480)
		@viewport2 = Viewport.new(0, 0, 640, 480)
		@viewport3 = Viewport.new(0, 0, 640, 480)
		@viewport2.z = 200
		@viewport3.z = 50000
		@bitmap_select = Sprite.new(@viewport3)
		@bitmap_select.bitmap = Bitmap.new(32, 32)
		@bitmap_select.bitmap.fill_rect(0, 0, 32, 32, Color.new(255, 255, 255))
		@bitmap_select.bitmap.fill_rect(2, 2, 28, 28, Color.new(0, 0, 0, 0))
		@bitmap_select.z = 50000
		@bsx = 0
		@bsy = 0
		# Aqui é criado um tilemap que comporta o tileset e seus autotiles
		@tilemap = Tilemap.new(@viewport1)
		@tilemap.tileset = RPG::Cache.tileset(@map.tileset_name)
		for i in 0..6
			autotile_name = @map.autotile_names[i]
			@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
		end
		@tilemap.map_data = @map.data
		@tilemap.priorities = @map.priorities
		# Aqui é criado um plano para o Panorama
		@panorama = Plane.new(@viewport1)
		@panorama.z = -1000
		# Aqui é criado outro plano, para a Névoa
		@fog = Plane.new(@viewport1)
		@fog.z = 3000
		@bitmap_select.visible = self.active
		update
	end
	
	#--------------------------------------------------------------------------
	# - Exibição
	#--------------------------------------------------------------------------
	
	def dispose
		if @bitmap_select.nil?
			return
		end
		@bitmap_select.dispose
		# Disposição do Tilemap
		@tilemap.tileset.dispose
		for i in 0..6
			@tilemap.autotiles[i].dispose
		end
		@tilemap.dispose
		# Disposição do plano do Panorama
		@panorama.dispose
		# Disposição do plano da Névoa
		@fog.dispose
		# Disposição dos pontos de vista
		@viewport1.dispose
		@viewport2.dispose
		@viewport3.dispose
	end
	
	def map_id=(valor)
		dispose
		initialize(valor)
	end
	
	def map_id
		return @map.map_id
	end
	
	def active
		return @active
	end
	
	def active=(valor)
		@active = valor
		@bitmap_select.visible = valor unless @bitmap_select.nil?
	end
	
	def visible=(valor)
		@visible = valor
		@tilemap.visible = valor unless @tilemap.nil?
		@bitmap_select.visible = valor unless @bitmap_select.nil?
	end
	
	def pos
		return [@bsx, @bsy]
	end
	
	#--------------------------------------------------------------------------
	# - Atualização do Frame
	#--------------------------------------------------------------------------
	
	def update
		@bitmap_select.update
		@bitmap_select.visible = @active
		if @active
			if Input.repeat?(Input::LEFT)
				@bsx = [[@bsx - 1, 0].max, (@map.width - 1)].min
			elsif Input.repeat?(Input::RIGHT)
				@bsx = [[@bsx + 1, 0].max, (@map.width - 1)].min
			end
			if Input.repeat?(Input::UP)
				@bsy = [[@bsy - 1, 0].max, (@map.height - 1)].min
			elsif Input.repeat?(Input::DOWN)
				@bsy = [[@bsy + 1, 0].max, (@map.height - 1)].min
			end
			nx = (0 - @tilemap.ox) + (@bsx * 32)
			ny = (0 - @tilemap.oy) + (@bsy * 32)
			if nx > 640 - 32
				@tilemap.ox += 32
			elsif nx < 0
				@tilemap.ox -= 32
			end
			if ny > 480 - 32
				@tilemap.oy += 32
			elsif ny < 0
				@tilemap.oy -= 32
			end
			@bitmap_select.x = (0 - @tilemap.ox) + (@bsx * 32)
			@bitmap_select.y = (0 - @tilemap.oy) + (@bsy * 32)
		end
		# Se o Panorama for diferente do atual
		if @panorama_name != @map.panorama_name or
			@panorama_hue != @map.panorama_hue
			@panorama_name = @map.panorama_name
			@panorama_hue = @map.panorama_hue
			if @panorama.bitmap != nil
				@panorama.bitmap.dispose
				@panorama.bitmap = nil
			end
			if @panorama_name != ""
				@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
			end
			Graphics.frame_reset
		end
		@tilemap.update
		@viewport1.tone = $game_screen.tone
		@viewport1.ox = $game_screen.shake
		@viewport3.color = $game_screen.flash_color
		@viewport1.update
		@viewport3.update
	end
end

class Window_Debug_Call_Scene < Window_Base
	
	attr_accessor :text
	
	def initialize
		super(0, 480 / 2 - 64, 640, 64)
		@text = ""
		self.contents = Bitmap.new(self.width - 32, self.height - 32)
		refresh
	end
	
	def can_delete?
		return (@text != "" and @text.size > 0)
	end
	
	def delete_last
		ntext = @text.dup
		txt = ""
		while ((c = ntext.slice!(/./m)) != nil)
			newc = ntext.slice(/./m)
			break if newc.nil?
			txt += c
		end
		@text = txt.dup
		refresh
	end
	
	def update
		if @pre_text != @text
			refresh
		end
	end
	
	def refresh
		@pre_text = @text.dup
		self.contents.clear
		self.contents.draw_text(0, 0, 608, 32, @text, 1)
	end
	
end


module Teclas_Input
	
	@keys = []
	@pressed = []
	@repeat_count = 0
	Back= 8
	Enter = 13
	Shift = 16
	Ctrl = 17
	Alt = 18
	Esc = 27
	LEFT = 37
	UP = 38
	RIGHT = 39
	DOWN = 40
	Space = 32
	Numberkeys = {}
	Numberkeys[0] = 48
	Numberkeys[1] = 49
	Numberkeys[2] = 50
	Numberkeys[3] = 51
	Numberkeys[4] = 52
	Numberkeys[5] = 53
	Numberkeys[6] = 54
	Numberkeys[7] = 55
	Numberkeys[8] = 56
	Numberkeys[9] = 57
	for k, v in Numberkeys
		eval("Nk#{k.to_s} = #{v}")
	end
	Numberpad = {}
	Numberpad[0] = 96
	Numberpad[1] = 97
	Numberpad[2] = 98
	Numberpad[3] = 99
	Numberpad[4] = 100
	Numberpad[5] = 101
	Numberpad[6] = 102
	Numberpad[7] = 103
	Numberpad[8] = 104
	Numberpad[9] = 105
	for k, v in Numberpad
		eval("Np#{k.to_s} = #{v}")
	end
	Letters = {}
	Letters["A"] = 65
	Letters["B"] = 66
	Letters["C"] = 67
	Letters["D"] = 68
	Letters["E"] = 69
	Letters["F"] = 70
	Letters["G"] = 71
	Letters["H"] = 72
	Letters["I"] = 73
	Letters["J"] = 74
	Letters["K"] = 75
	Letters["L"] = 76
	Letters["M"] = 77
	Letters["N"] = 78
	Letters["O"] = 79
	Letters["P"] = 80
	Letters["Q"] = 81
	Letters["R"] = 82
	Letters["S"] = 83
	Letters["T"] = 84
	Letters["U"] = 85
	Letters["V"] = 86
	Letters["W"] = 87
	Letters["X"] = 88
	Letters["Y"] = 89
	Letters["Z"] = 90
	Collon = 186
	Equal = 187
	Comma = 188
	Underscore = 189
	Dot = 190
	Backslash = 191
	Lb = 219
	Rb = 221
	Quote = 222
	State = Win32API.new("user32","GetKeyState",['i'],'i')
	Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
	#--------------------------------------------------------------------------
	def self.getstate(key)
		return (not State.call(key).between?(0, 1))
	end
	#--------------------------------------------------------------------------
	def self.testkey(key)
		return (Key.call(key) & 0x01 == 1)
	end
	#--------------------------------------------------------------------------
	def self.update
		@keys.clear
		@pressed.clear
		if @repeat_count > 0
			@repeat_count -= 1
		end
		for i in 1..230
			@keys.push(i) if self.testkey(i)
			@pressed.push(i) if self.getstate(i)
		end
	end
	#--------------------------------------------------------------------------
	def self.trigger?(key)
		return @keys.include?(key)
	end
	
	#--------------------------------------------------------------------------
	def self.repeat?(key)
		if @pressed.include?(key) and @repeat_count <= 0
			@repeat_count = 5
			return true
		end
		return false
	end
	def self.press?(key)
		return @pressed.include?(key)
	end
	
end

unless $RTHScript["Mini_Map"]
	
	class Game_Map
		
		def mmsetup(id)
			@map_id = id
			@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
			tilesets = load_data("Data/Tilesets.rxdata")
			tileset = tilesets[@map.tileset_id]
			@tileset_name = tileset.tileset_name
			@autotile_names = tileset.autotile_names
			@priorities = tileset.priorities
		end
		
	end
	
end

 



Bugs e Conflitti Noti

 

N/A


Altri Dettagli


Per chi non sapesse cos'è la Scene_Debug è quella scena che compare nel test premendo F9

Edited by Dilos
Script monoriga sistemato.

Per qualsiasi motivo non aprite questo spoiler.

 

 

Ho detto di non aprirlo !

 

 

Se lo apri ancora esplode il mondo.

 

 

Aaaaaa è un vizio.

 

 

Contento? Il mondo è esploso, sono tutti morti

per colpa della tua curiosità .

 

 

Vuoi che ti venga anche il morbillo, la varicella e l'AIDS???

 

 

O bravo ora sei un malato terminale e nessuno

ti puo curare, sono tutti morti !

 

 

Se clicchi ancora una volta il PC esplode.

 

 

E dai smettila !!

 

Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

http://s8.postimg.org/yntv9nxld/Banner.png

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif

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