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Do you love the holiday season?
'Tis the season to make merry.
40%
 40%  [ 24 ]
I'm gonna frag Santa this time around.
32%
 32%  [ 19 ]
I'd rather just chill at home.
27%
 27%  [ 16 ]
Total Votes : 59


Skorndrick

Gracious Prophet

4,750 Points
  • Married 100
  • Treasure Hunter 100
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PostPosted: Sat Dec 20, 2008 7:20 pm
NO! NO! BAD PANDY! IGLUED HIM BACK TOGETHER! YOU WEREN'T SUPPOSED TO TAKE HIM APART!

~Ah, the miracle of duct tape...Red Green's best friend!

Stir, it's a joke...I think...I can't quite rember what I maent...sorry. Stupid shortterm memory loss...  
PostPosted: Sat Dec 20, 2008 7:22 pm
Blu_the_werecat
NO! NO! BAD PANDY! IGLUED HIM BACK TOGETHER! YOU WEREN'T SUPPOSED TO TAKE HIM APART!

~Ah, the miracle of duct tape...Red Green's best friend!

Stir, it's a joke...I think...I can't quite rember what I maent...sorry. Stupid shortterm memory loss...


your funny =)  

~Stir of echoes~


PandyChibi

PostPosted: Sat Dec 20, 2008 7:22 pm
*sticks tongue out* My cotton balls.  
PostPosted: Sat Dec 20, 2008 7:22 pm
Glue? Elmer's? Lol :3  

Jafthasleftthebuilding
Vice Captain


Skorndrick

Gracious Prophet

4,750 Points
  • Married 100
  • Treasure Hunter 100
  • Tycoon 200
PostPosted: Sat Dec 20, 2008 7:23 pm
THanks. Gotta go now, guys, bye.  
PostPosted: Sat Dec 20, 2008 7:24 pm
Meh... b*****d code...

I could post it here if you wish to try it in yours... It MAY just work.  

AlcoholicPancake
Crew

3,100 Points
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YunieCookie

Silent Star

17,250 Points
  • Married 100
  • Pine Perfection 250
  • Conventioneer 300
PostPosted: Sat Dec 20, 2008 7:25 pm
Blu_the_werecat
THanks. Gotta go now, guys, bye.
Bye Blu  
PostPosted: Sat Dec 20, 2008 7:26 pm
Gero gero!

Shehguwar!


@Pancake: I'd love to.  

Kufasir


aretoo
Crew

5,500 Points
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  • Member 100
PostPosted: Sat Dec 20, 2008 7:26 pm
eek Holy smokes, things are just zooming along! eek  
PostPosted: Sat Dec 20, 2008 7:27 pm
Yesh they are... wow. 140 pages already sweatdrop  

PandyChibi


~Stir of echoes~

PostPosted: Sat Dec 20, 2008 7:29 pm
ahahahahahahahahahaa Im talking to this like 13 year old kid about my guy problems lmfao rofl rofl rofl rofl rofl  
PostPosted: Sat Dec 20, 2008 7:32 pm
Kyruia
Gero gero!

Shehguwar!


@Pancake: I'd love to.


class Window_SkillData < Window_Base
def initialize (skill)
super(300, 140, 320, 260)
self.contents = Bitmap.new(width - 32, height - 32)
self.z=190
@skill = skill
$choice_sp_cost = 0
refresh
end

def refresh
self.contents.clear
line = []
tw = @skill.name.length*10
if tw > 280
tw = 280
end
self.contents.font.color = system_color
self.contents.draw_text (130 - (0.5*tw),0,tw,32, @skill.name)
self.contents.font.color = normal_color
self.contents.font.size = 18
tw = @skill.description.length
line_index = 0
limit = 0
loop do
line[line_index] = @skill.description[limit, 36]
for i in 1...36
if line[line_index][-i,1] == " " || limit + (36-i) >= @skill.description.size
limit += (37-i)
tw -= 36-i
line_index +=1
break
else
line[line_index][-i,1] = " "
end
end
if tw <= 0
break
end
end
line.compact!
for i in 0...line.size
self.contents.draw_text (0, 26*i + 32, 280,32, line[i])
end
self.contents.font.color = system_color
self.contents.font.size = 22
self.contents.draw_text (0,2*26 + 64,160,32, "Skill Power:")
self.contents.draw_text (0,2*26 + 96,160,32, "Max " +$data_system.words.sp+ " Cost:")
self.contents.draw_text (0,2*26 + 128,160,32, "Current Power:")
self.contents.font.color = normal_color
max_power = @skill.power.to_f / @skill.sp_cost.to_f
max_power = (max_power*100).round.to_f / 100.0
tw = (max_power.to_s + " * " +$data_system.words.sp).length
tw = tw*6
self.contents.draw_text (248 - tw,2*26 + 64,140,32, max_power.to_s + " * " +$data_system.words.sp)
self.contents.draw_text (248 - tw,2*26 + 96,160,32, @skill.sp_cost.to_s)
self.contents.draw_text (248 - tw,2*26 + 128,160,32, (max_power*$choice_sp_cost).to_s)
end
end


class Window_ChoosePower < Window_Selectable
def initialize (skill, actor)
super(220, 370, 160, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.z=200
self.opacity = 235
@actor = actor
@skill = skill
sp_cost_digits_temp = @skill.sp_cost
$sp_cost_digits = 0
while sp_cost_digits_temp != 0
sp_cost_digits_temp = sp_cost_digits_temp / 10
$sp_cost_digits +=1
end
$digits = []
for i in 0...$sp_cost_digits
$digits[i] = 0
end
self.active = false
self.index = 0
refresh
end

def refresh
self.contents.clear
for i in 0...$sp_cost_digits
self.contents.draw_text(75+ i*20 - $sp_cost_digits*10,5,20,32,$digits[i].to_s)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
@index = self.index
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(70 + @index*20 - $sp_cost_digits*10,5,20,32)
end
end

def determine_sp_cost
current_sp = ""
for i in 0...$sp_cost_digits
current_sp += $digits[i].to_s
end
current_sp = current_sp.to_i
return current_sp
end

def update
$choice_sp_cost = determine_sp_cost
if Input.repeat? (Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
self.index = (self.index + 1) % ($sp_cost_digits)
update_cursor_rect
elsif Input.repeat? (Input::LEFT)
$game_system.se_play($data_system.cursor_se)
self.index = (self.index - 1)% ($sp_cost_digits)
update_cursor_rect
elsif Input.repeat? (Input::DOWN)
$digits[self.index] = ($digits[self.index] - 1)
current_sp = determine_sp_cost
if @skill.sp_cost < @actor.sp
max_sp_cost = @skill.sp_cost
else
max_sp_cost = @actor.sp
end
while current_sp > max_sp_cost
$digits[self.index] = ($digits[self.index] - 1)
current_sp = determine_sp_cost
end
$choice_sp_cost = current_sp
elsif Input.repeat? (Input::UP)
$game_system.se_play($data_system.cursor_se)
$digits[self.index] = ($digits[self.index] + 1) % 10
current_sp = determine_sp_cost
if @skill.sp_cost < @actor.sp
max_sp_cost = @skill.sp_cost
else
max_sp_cost = @actor.sp
end
if current_sp > max_sp_cost
$digits[self.index] = 0
end
$choice_sp_cost = determine_sp_cost
end
refresh
end
end


class Game_Battler
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
# If there's not enough SP, the skill cannot be used.
if self.sp == 0 || ($data_skills[skill_id].power == 0 && $data_skills[skill_id].sp_cost > self.sp)
return false
end
# Unusable if incapacitated
if dead?
return false
end
# If silent, only physical skills can be used
if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
return false
end
# Get usable time
occasion = $data_skills[skill_id].occasion
# If in battle
if $game_temp.in_battle
# Usable with [Normal] and [Only Battle]
return (occasion == 0 or occasion == 1)
# If not in battle
else
# Usable with [Normal] and [Only Menu]
return (occasion == 0 or occasion == 2)
end
end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs skill screen processing.
#==============================================================================

class Scene_Skill
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@wait = 0
$skill_stats = []
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, status window, and skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Associate help window
@skill_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
if @data_window != nil
@data_window.dispose
@power_window.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
if @wait == 1
@target_window.visible = false
@skill_window.active = true
@wait -=1
return
elsif @wait > 0
@wait -=1
return
end
# If skill window is active: call update_skill
if @skill_window.active
update_skill
return
end
# If skill target is active: call update_target
if @target_window.active
update_target
return
end
# If power window is active: call update_power
if @power_window.active
update_power
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(1)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If unable to use
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is ally
if @skill.scope >= 3
# Activate power window
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
if @skill.power != 0
@power_window = Window_ChoosePower.new (@skill, @actor)
@data_window = Window_SkillData.new (@skill)
@power_window.active = true
@power = true
else
@target_window.active = true
@target_window.visible = true
@power = false
end
# Set cursor position to effect scope (single / all)
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# If effect scope is other than ally
else
# If common event ID is valid
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Play use skill SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Skill.new(@actor_index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@target_window.visible = false
@target_window.active = false
@power_window.active = true
@power_window.visible = true
@data_window.visible = true
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
@target_window.active = false
return
end
# If target is all
if @target_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @target_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @target_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# If SP Cost Chosen
if @power == true
# Return stats to original values
$data_skills[@skill.id].sp_cost = $skill_stats[@skill.id][7]
$data_skills[@skill.id].power = $skill_stats[@skill.id][0]
$data_skills[@skill.id].atk_f = $skill_stats[@skill.id][1]
$data_skills[@skill.id].eva_f = $skill_stats[@skill.id][2]
$data_skills[@skill.id].str_f = $skill_stats[@skill.id][3]
$data_skills[@skill.id].dex_f = $skill_stats[@skill.id][4]
$data_skills[@skill.id].agi_f = $skill_stats[@skill.id][5]
$data_skills[@skill.id].int_f = $skill_stats[@skill.id][6]
end
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
@target_window.active = false
@wait = 15
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
# If SP Cost was chosen
if @power == true
# Return stats to original values
$data_skills[@skill.id].sp_cost = $skill_stats[@skill.id][7]
$data_skills[@skill.id].power = $skill_stats[@skill.id][0]
$data_skills[@skill.id].atk_f = $skill_stats[@skill.id][1]
$data_skills[@skill.id].eva_f = $skill_stats[@skill.id][2]
$data_skills[@skill.id].str_f = $skill_stats[@skill.id][3]
$data_skills[@skill.id].dex_f = $skill_stats[@skill.id][4]
$data_skills[@skill.id].agi_f = $skill_stats[@skill.id][5]
$data_skills[@skill.id].int_f = $skill_stats[@skill.id][6]
end
end
return
end
end

def update_power
@power_window.update
@data_window.refresh
# If Enter is pressed, assign updated stats to the skill
if Input.trigger? (Input::C)
$game_system.se_play($data_system.decision_se)
# Retain original stats in an array
$skill_stats[@skill.id] = [@skill.power, @skill.atk_f, @skill.eva_f, @skill.str_f, @skill.dex_f, @skill.agi_f, @skill.int_f, @skill.sp_cost]
# Set the stats of the skill to their new power
multiplier = ($choice_sp_cost.to_f / $data_skills[@skill.id].sp_cost.to_f)
$data_skills[@skill.id].power = ($data_skills[@skill.id].power * multiplier).to_i
$data_skills[@skill.id].atk_f = ($data_skills[@skill.id].atk_f * multiplier).to_i
$data_skills[@skill.id].eva_f = ($data_skills[@skill.id].eva_f * multiplier).to_i
$data_skills[@skill.id].str_f = ($data_skills[@skill.id].str_f * multiplier).to_i
$data_skills[@skill.id].dex_f = ($data_skills[@skill.id].dex_f * multiplier).to_i
$data_skills[@skill.id].agi_f = ($data_skills[@skill.id].agi_f * multiplier).to_i
$data_skills[@skill.id].int_f = ($data_skills[@skill.id].int_f * multiplier).to_i
$data_skills[@skill.id].sp_cost = $choice_sp_cost
# turn off choose_power and choose target
@power_window.active = false
@power_window.visible = false
@data_window.visible = false
@target_window.visible = true
@target_window.active = true
end
# If ESC is pressed, return to the skill choosing window
if Input.trigger? (Input::B)
$game_system.se_play ($data_system.cancel_se)
@power_window.active = false
@power_window.visible = false
@data_window.visible = false
@skill_window.active = true
end
end
end


class Scene_Battle

alias dispose_new_windows end_skill_select
def end_skill_select
dispose_new_windows
if @power_window != nil
@power_window.dispose
@power_window = nil
end
if @data_window != nil
@data_window.dispose
@data_window = nil
end
end

#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @power_window != nil
update_power
elsif @skill_window != nil
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end

def update_phase3_skill_select
# Make skill window visible
@skill_window.visible = true
# Update skill window
@skill_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_skill_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If it can't be used
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
@data_window = Window_SkillData.new (@skill)
@power_window = Window_ChoosePower.new (@skill, $game_party.actors[@actor_index])
if @power == nil
@power = []
end
if @skill.power != 0
@power_window.visible = true
@power_window.active = true
@power[@skill.id] = true
else
@power[@skill.id] = false
@power_window.active = false
@power_window.visible = false
@data_window.visible = false
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@skill_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_skill_select
# Go to command input for next actor
phase3_next_actor
end
end
return
end
end

def update_power
@power_window.update
@data_window.refresh
if Input.trigger? (Input::C)
if $choice_sp_cost == 0
$choice_sp_cost = 1
end
if $skill_stats == nil
$skill_stats = []
end
$game_system.se_play($data_system.decision_se)
# Retain original stats in an array
$skill_stats[@skill.id] = [@skill.power, @skill.atk_f, @skill.eva_f, @skill.str_f, @skill.dex_f, @skill.agi_f, @skill.int_f, @skill.sp_cost]
# Set the stats of the skill to their new power
multiplier = ($choice_sp_cost.to_f / $data_skills[@skill.id].sp_cost.to_f)
$data_skills[@skill.id].power = ($data_skills[@skill.id].power * multiplier).to_i
$data_skills[@skill.id].atk_f = ($data_skills[@skill.id].atk_f * multiplier).to_i
$data_skills[@skill.id].eva_f = ($data_skills[@skill.id].eva_f * multiplier).to_i
$data_skills[@skill.id].str_f = ($data_skills[@skill.id].str_f * multiplier).to_i
$data_skills[@skill.id].dex_f = ($data_skills[@skill.id].dex_f * multiplier).to_i
$data_skills[@skill.id].agi_f = ($data_skills[@skill.id].agi_f * multiplier).to_i
$data_skills[@skill.id].int_f = ($data_skills[@skill.id].int_f * multiplier).to_i
$data_skills[@skill.id].sp_cost = $choice_sp_cost
# Get rid of power and data window
@power_window.active = false
@power_window.visible = false
@data_window.visible = false
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@skill_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_skill_select
# Go to command input for next actor
phase3_next_actor
end
end
if Input.trigger? (Input::B)
$game_system.se_play($data_system.buzzer_se)
@data_window.visible = false
@power_window.dispose
@power_window = nil
end
end


#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Get skill
@skill = $data_skills[@active_battler.current_action.skill_id]
# If not a forcing action
unless @active_battler.current_action.forcing
# If unable to use due to SP running out
unless @active_battler.skill_can_use?(@skill.id)
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Use up SP
@active_battler.sp -= @skill.sp_cost
# Refresh status window
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# Failsafe
if @power == nil
@power = []
end
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
if @power[@skill.id] == true
# Return stats to original values
$data_skills[@skill.id].sp_cost = $skill_stats[@skill.id][7]
$data_skills[@skill.id].power = $skill_stats[@skill.id][0]
$data_skills[@skill.id].atk_f = $skill_stats[@skill.id][1]
$data_skills[@skill.id].eva_f = $skill_stats[@skill.id][2]
$data_skills[@skill.id].str_f = $skill_stats[@skill.id][3]
$data_skills[@skill.id].dex_f = $skill_stats[@skill.id][4]
$data_skills[@skill.id].agi_f = $skill_stats[@skill.id][5]
$data_skills[@skill.id].int_f = $skill_stats[@skill.id][6]
end
end
end
end


You can try it if you wish.

- EDIT -

Sorry, I didn't know it was that big...  

AlcoholicPancake
Crew

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Jafthasleftthebuilding
Vice Captain

PostPosted: Sat Dec 20, 2008 7:32 pm
Really?

Is it working?

=3

And yeah, 140 pages. O_O

It must be the holiday season, baby. :3  
PostPosted: Sat Dec 20, 2008 7:33 pm
i dunno, he hasnt messaged me back yet  

~Stir of echoes~


nataleanne

PostPosted: Sat Dec 20, 2008 7:34 pm
im BACKKK. i know its like 8 thousand years later but. the PYP thread is gonna have a new post right after im done writing this , which is...now.  
Reply
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