How to fix this script?

Started by fjshrr5, October 02, 2014, 03:22:59 pm

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fjshrr5

October 02, 2014, 03:22:59 pm Last Edit: October 03, 2014, 01:19:42 pm by KK20
I've been toying with Mog hunters character selection script.
And i've got it to do most of what i wanted. But i'm trying to get it so there is just two character's to choose from.
I got the two i want set up. but have no clue how to delete the other ones that came script the script..

Here is the edit that i did... It's probably a fail lol
Spoiler: ShowHide

#_________________________________________________
# MOG_Character Select Screen V1.3          
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).  
CSTR = "006-Stripe02"  
end

#===============================================================================
# Game_Actor
#===============================================================================
class Win_Char < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
 def initialize
   super(-600, 0, 150, 150)
   @column_max = 2
   self.opacity = 0
   refresh    
   self.index = 1
   self.visible = false
 end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @item_max = 8
 end  
end

#===============================================================================
# Scene_Char
#===============================================================================
class Scene_Char
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
 def main
   @command_window = Win_Char.new
   @command_window.back_opacity = 0
   @command_window.visible = false
   @command_window.index = 0    
   @back = Plane.new
   @back.bitmap = RPG::Cache.picture("MN_BK")
   @back.z = 10
   @char_back = Sprite.new
   @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
   @char_back.z = 20
   @char_back.opacity = 0
   @char_sel = Sprite.new
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_sel.z = 100
   @char_sel.opacity = 0
   @char_name = Sprite.new
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @char_name.z = 100
   @char_name.x = -300
   @char_name.y = 180    
   @char_name.opacity = 0
   @fundo6 = Plane.new
   @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
   @fundo6.blend_type = 1
   @fundo6.z = 15
   @fundo6.opacity = 200  
   actor = $data_actors[1]
   @name = Sprite.new
   @name.bitmap = Bitmap.new(200,100)
   @name.bitmap.font.size = 48
   @name.bitmap.font.bold = false
   @name.bitmap.font.name = "Georgia"
   @name.color.set(0,0,0)    
   @name.x = 100
   @name.y = 500
   @name.z = 9998
   @name.color.set(0,0,0,255)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2 = Sprite.new
   @name2.bitmap = Bitmap.new(160,100)
   @name2.bitmap.font.size = 48
   @name2.bitmap.font.bold = false
   @name2.bitmap.font.name = "Georgia"
   @name2.color.set(0,0,0)    
   @name2.x = 102
   @name2.y = 502
   @name2.z = 9998
   @name2.color.set(55,200,255,255)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
   loop do
     Graphics.update
     Input.update
     update
      if $scene != self
        break
      end
   end
   for i in 1..50
     @char_back.zoom_x += 0.01
     @char_back.opacity -= 10
     @char_back.x -= 5
     @char_name.x -= 3
     @char_name.y -= 3
     @char_name.zoom_x += 0.02
     @char_name.zoom_y += 0.02    
     @char_name.opacity -= 7
     @char_sel.opacity -= 10
     @char_sel.zoom_x += 0.01
     @char_sel.opacity -= 10
     @char_sel.x -= 5
     @name.opacity -= 10
     @name2.opacity -= 10    
     Graphics.update  
   end
   Graphics.freeze
   @command_window.dispose
   @back.dispose
   @char_back.dispose
   @char_sel.dispose
   @char_name.dispose
   @fundo6.dispose
   @name.dispose
   @name2.dispose
   $game_map.autoplay
 end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 def update
   @back.ox -= 1
   @fundo6.ox += 1
   @fundo6.oy += 1    
   @command_window.update    
   @char_back.opacity += 10
   @char_sel.opacity += 10
 if @char_name.x < 100
   @char_name.x += 20
   @char_name.opacity += 6
   @name.y -= 7
   @name.opacity += 6
   @name2.y -= 7
   @name2.opacity += 6      
 elsif @char_name.x >= 0  
   @char_name.x = 100
   @name.y = 370
   @name.opacity = 255
   @name2.y = 372
   @name2.opacity = 255
   @char_name.opacity = 255
   @char_back.opacity = 255
   @char_sel.opacity = 255
 end    
 case @command_window.index
 when 0
   actor = $data_actors[1]  
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_name.bitmap = RPG::Cache.battler("yep",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 1
   actor = $data_actors[2]
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
   @char_name.bitmap = RPG::Cache.battler("yep2",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
end
 if Input.trigger?(Input::B)
   $scene = Scene_Title.new  
 end    
 if Input.trigger?(Input::C)
   Audio.se_play("Audio/SE/007-System07", 150,150)      
   case @command_window.index
   when 0
     $game_party.add_actor(1)
   when 1      
     $game_party.add_actor(2)
      when 2
     $game_party.add_actor(3)
   when 3
     $game_party.add_actor(4)
   when 4
     $game_party.add_actor(5)
   when 5
     $game_party.add_actor(6)  
   when 6
     $game_party.add_actor(7)  
   when 7
     $game_party.add_actor(8)    
   end
     $scene = Scene_Map.new
   end
 end
end


$mog_rgss_char_select = true




And here is the original script.

Spoiler: ShowHide

#_________________________________________________
# MOG_Character Select Screen V1.3          
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).  
CSTR = "006-Stripe02"  
end

#===============================================================================
# Game_Actor
#===============================================================================
class Win_Char < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
 def initialize
   super(-600, 0, 150, 150)
   @column_max = 2
   self.opacity = 0
   refresh    
   self.index = 1
   self.visible = false
 end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @item_max = 8
 end  
end

#===============================================================================
# Scene_Char
#===============================================================================
class Scene_Char
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
 def main
   @command_window = Win_Char.new
   @command_window.back_opacity = 0
   @command_window.visible = false
   @command_window.index = 0    
   @back = Plane.new
   @back.bitmap = RPG::Cache.picture("MN_BK")
   @back.z = 10
   @char_back = Sprite.new
   @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
   @char_back.z = 20
   @char_back.opacity = 0
   @char_sel = Sprite.new
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_sel.z = 100
   @char_sel.opacity = 0
   @char_name = Sprite.new
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @char_name.z = 100
   @char_name.x = -300
   @char_name.y = 180    
   @char_name.opacity = 0
   @fundo6 = Plane.new
   @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
   @fundo6.blend_type = 1
   @fundo6.z = 15
   @fundo6.opacity = 200  
   actor = $data_actors[1]
   @name = Sprite.new
   @name.bitmap = Bitmap.new(200,100)
   @name.bitmap.font.size = 48
   @name.bitmap.font.bold = false
   @name.bitmap.font.name = "Georgia"
   @name.color.set(0,0,0)    
   @name.x = 100
   @name.y = 500
   @name.z = 9998
   @name.color.set(0,0,0,255)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2 = Sprite.new
   @name2.bitmap = Bitmap.new(160,100)
   @name2.bitmap.font.size = 48
   @name2.bitmap.font.bold = false
   @name2.bitmap.font.name = "Georgia"
   @name2.color.set(0,0,0)    
   @name2.x = 102
   @name2.y = 502
   @name2.z = 9998
   @name2.color.set(55,200,255,255)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
   loop do
     Graphics.update
     Input.update
     update
      if $scene != self
        break
      end
   end
   for i in 1..50
     @char_back.zoom_x += 0.01
     @char_back.opacity -= 10
     @char_back.x -= 5
     @char_name.x -= 3
     @char_name.y -= 3
     @char_name.zoom_x += 0.02
     @char_name.zoom_y += 0.02    
     @char_name.opacity -= 7
     @char_sel.opacity -= 10
     @char_sel.zoom_x += 0.01
     @char_sel.opacity -= 10
     @char_sel.x -= 5
     @name.opacity -= 10
     @name2.opacity -= 10    
     Graphics.update  
   end
   Graphics.freeze
   @command_window.dispose
   @back.dispose
   @char_back.dispose
   @char_sel.dispose
   @char_name.dispose
   @fundo6.dispose
   @name.dispose
   @name2.dispose
   $game_map.autoplay
 end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 def update
   @back.ox -= 1
   @fundo6.ox += 1
   @fundo6.oy += 1    
   @command_window.update    
   @char_back.opacity += 10
   @char_sel.opacity += 10
 if @char_name.x < 100
   @char_name.x += 20
   @char_name.opacity += 6
   @name.y -= 7
   @name.opacity += 6
   @name2.y -= 7
   @name2.opacity += 6      
 elsif @char_name.x >= 0  
   @char_name.x = 100
   @name.y = 370
   @name.opacity = 255
   @name2.y = 372
   @name2.opacity = 255
   @char_name.opacity = 255
   @char_back.opacity = 255
   @char_sel.opacity = 255
 end    
 case @command_window.index
 when 0
   actor = $data_actors[1]  
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 1
   actor = $data_actors[2]
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
   @char_name.bitmap = RPG::Cache.battler("010-Lancer02",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 when 2
   actor = $data_actors[3]      
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID3")
   @char_name.bitmap = RPG::Cache.battler("013-Warrior01",0)  
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 3
   actor = $data_actors[4]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID4")
   @char_name.bitmap = RPG::Cache.battler("019-Thief04",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)        
 when 4
   actor = $data_actors[5]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID5")
   @char_name.bitmap = RPG::Cache.battler("008-Fighter08",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 when 5
   actor = $data_actors[6]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID6")  
   @char_name.bitmap = RPG::Cache.battler("023-Gunner01",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 6
   actor = $data_actors[7]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID7")  
   @char_name.bitmap = RPG::Cache.battler("029-Cleric05",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 7
   actor = $data_actors[8]      
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID8")
   @char_name.bitmap = RPG::Cache.battler("038-Mage06",0)    
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 end
 if Input.press?(Input.dir4)
   @char_name.x = -300
   @name.y = 500
   @name.opacity = 0
   @name2.y = 502
   @name2.opacity = 0
   @char_name.opacity = 0
   @name.bitmap.clear
   @name2.bitmap.clear
 end
 if Input.trigger?(Input::B)
   $scene = Scene_Title.new  
 end    
 if Input.trigger?(Input::C)
   Audio.se_play("Audio/SE/007-System07", 150,150)      
   case @command_window.index
   when 0
     $game_party.add_actor(1)
   when 1      
     $game_party.add_actor(2)
   when 2
     $game_party.add_actor(3)
   when 3
     $game_party.add_actor(4)
   when 4
     $game_party.add_actor(5)
   when 5
     $game_party.add_actor(6)  
   when 6
     $game_party.add_actor(7)  
   when 7
     $game_party.add_actor(8)    
   end
     $scene = Scene_Map.new
   end
 end
end


$mog_rgss_char_select = true


KK20

Thank you for spoilering the code, but you forgot the code tags, so I added them for you.

Because I don't have the graphics required, can you post screenshots of what is happening?





   


   
   


   
   

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fjshrr5

October 03, 2014, 01:50:49 pm #2 Last Edit: October 03, 2014, 01:53:46 pm by fjshrr5
Okay, Here are the pictures. When i change from the male option, to the female option, the names clash, And it still acts as if there are more then just those two options to pick from. (by default there were) But i tried to edit it out, and it appears i did a poor job. I also can't find where to change the names that it displays (This is for learning xp) So if you can fix this problem for me, could you tell me what the problem actually was?



Spoiler: ShowHide



Spoiler: ShowHide

KK20

To make it so that the cursor knows there are only 2 options to select, you have to change the @item_max variable from 8 to 2 in class Win_Char.

You removed this bit of code that was supposed to be clearing the actor names rather than creating that overlapping:

  if Input.press?(Input.dir4)
    @char_name.x = -300
    @name.y = 500
    @name.opacity = 0
    @name2.y = 502
    @name2.opacity = 0
    @char_name.opacity = 0
    @name.bitmap.clear
    @name2.bitmap.clear
  end

It basically says "if the user presses any of the arrow keys, reposition the name and turn it invisible so that it will later scroll back on screen and fade in, and clear the name's text so that we can draw the NEW name text (and thus prevent overlap)".

You also forgot to change in class Scene_Char, under def main, the initially drawn battler graphic

    @char_name = Sprite.new
    @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)  #<====== should be "yep"
    @char_name.z = 100


The names that it displays are based on your Database Actors' names. Namely, these lines:

        @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)   
        @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)

For you, you can simply change it to be like

        @name.bitmap.draw_text(2, 22, 160, 64, "Male")   
        @name2.bitmap.draw_text(2, 22, 160, 64, "Male")


I pretty much fixed it up all for you anyways:
Spoiler: ShowHide

#_________________________________________________
# MOG_Character Select Screen V1.3         
#_________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name). 
CSTR = "006-Stripe02" 
end

#===============================================================================
# Game_Actor
#===============================================================================
class Win_Char < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#-------------------------------------------------------------------------- 
  def initialize
    super(-600, 0, 150, 150)
    @column_max = 2
    self.opacity = 0
    refresh   
    self.index = 1
    self.visible = false
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @item_max = 2
  end 
end

#===============================================================================
# Scene_Char
#===============================================================================
class Scene_Char
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
  def main
    @command_window = Win_Char.new
    @command_window.back_opacity = 0
    @command_window.visible = false
    @command_window.index = 0   
    @back = Plane.new
    @back.bitmap = RPG::Cache.picture("MN_BK")
    @back.z = 10
    @char_back = Sprite.new
    @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
    @char_back.z = 20
    @char_back.opacity = 0
    @char_sel = Sprite.new
    @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
    @char_sel.z = 100
    @char_sel.opacity = 0
    @char_name = Sprite.new
    @char_name.bitmap = RPG::Cache.battler("yep",0)
    @char_name.z = 100
    @char_name.x = -300
    @char_name.y = 180   
    @char_name.opacity = 0
    @fundo6 = Plane.new
    @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
    @fundo6.blend_type = 1
    @fundo6.z = 15
    @fundo6.opacity = 200   
    actor = $data_actors[1]
    @name = Sprite.new
    @name.bitmap = Bitmap.new(200,100)
    @name.bitmap.font.size = 48
    @name.bitmap.font.bold = false
    @name.bitmap.font.name = "Georgia"
    @name.color.set(0,0,0)   
    @name.x = 100
    @name.y = 500
    @name.z = 9998
    @name.color.set(0,0,0,255)
    @name.bitmap.draw_text(2, 22, 160, 64, "Male")
    @name2 = Sprite.new
    @name2.bitmap = Bitmap.new(160,100)
    @name2.bitmap.font.size = 48
    @name2.bitmap.font.bold = false
    @name2.bitmap.font.name = "Georgia"
    @name2.color.set(0,0,0)   
    @name2.x = 102
    @name2.y = 502
    @name2.z = 9998
    @name2.color.set(55,200,255,255)
    @name2.bitmap.draw_text(2, 22, 160, 64, "Male")
   
    @last_index = 0
   
    Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
    loop do
      Graphics.update
      Input.update
      update
       if $scene != self
         break
       end
    end
    for i in 1..50
      @char_back.zoom_x += 0.01
      @char_back.opacity -= 10
      @char_back.x -= 5
      @char_name.x -= 3
      @char_name.y -= 3
      @char_name.zoom_x += 0.02
      @char_name.zoom_y += 0.02   
      @char_name.opacity -= 7
      @char_sel.opacity -= 10
      @char_sel.zoom_x += 0.01
      @char_sel.opacity -= 10
      @char_sel.x -= 5
      @name.opacity -= 10
      @name2.opacity -= 10   
      Graphics.update 
    end
    Graphics.freeze
    @command_window.dispose
    @back.dispose
    @char_back.dispose
    @char_sel.dispose
    @char_name.dispose
    @fundo6.dispose
    @name.dispose
    @name2.dispose
    $game_map.autoplay
  end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
  def update
    @back.ox -= 1
    @fundo6.ox += 1
    @fundo6.oy += 1   
    @command_window.update   
    @char_back.opacity += 10
    @char_sel.opacity += 10
    if @char_name.x < 100
      @char_name.x += 20
      @char_name.opacity += 6
      @name.y -= 7
      @name.opacity += 6
      @name2.y -= 7
      @name2.opacity += 6       
    elsif @char_name.x >= 0 
      @char_name.x = 100
      @name.y = 370
      @name.opacity = 255
      @name2.y = 372
      @name2.opacity = 255
      @char_name.opacity = 255
      @char_back.opacity = 255
      @char_sel.opacity = 255
    end
    if Input.press?(Input.dir4) and @last_index != @command_window.index
      @last_index = @command_window.index
      @char_name.x = -300
      @name.y = 500
      @name.opacity = 0
      @name2.y = 502
      @name2.opacity = 0
      @char_name.opacity = 0
      @name.bitmap.clear
      @name2.bitmap.clear
      case @command_window.index
      when 0
        actor = $data_actors[1] 
        @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
        @char_name.bitmap = RPG::Cache.battler("yep",0)
        @name.bitmap.draw_text(2, 22, 160, 64, "Male")   
        @name2.bitmap.draw_text(2, 22, 160, 64, "Male")   
      when 1
        actor = $data_actors[2]
        @char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
        @char_name.bitmap = RPG::Cache.battler("yep2",0)
        @name.bitmap.draw_text(2, 22, 160, 64, "Female")
        @name2.bitmap.draw_text(2, 22, 160, 64, "Female")     
      end
     
    end
    if Input.trigger?(Input::B)
      $scene = Scene_Title.new 
    end   
    if Input.trigger?(Input::C)
      Audio.se_play("Audio/SE/007-System07", 150,150)     
      case @command_window.index
      when 0
        $game_party.add_actor(1)
      when 1     
        $game_party.add_actor(2)
      when 2
        $game_party.add_actor(3)
      when 3
        $game_party.add_actor(4)
      when 4
        $game_party.add_actor(5)
      when 5
        $game_party.add_actor(6)   
      when 6
        $game_party.add_actor(7) 
      when 7
        $game_party.add_actor(8)   
      end
      $scene = Scene_Map.new
    end
  end
 
end


$mog_rgss_char_select = true

If you study the code, you will notice I added another variable called @last_index. Every item the window cursor highlights has a numeric value assigned to it (in your case, male = 0, female = 1). If you test MOG's original script, you start off on Aluxes. Press the Left Arrow key and you will see that it redraws everything for...Aluxes again. I find this awkward. @last_index takes the current value your cursor is currently over. If the player moves the cursor (and thus change its value), the script will detect this and apply the changes (as usual). But say if the player is on Male (or Aluxes), and presses left. The cursor's value doesn't change, so there is no need to redraw everything again.





   


   
   


   
   

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fjshrr5

Oh man i really appreciate you fixing that! Thanks a ton.