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skin changing

Started by Joey_Noob, March 26, 2006, 02:02:38 PM

0 Members and 1 Guest are viewing this topic.

Joey_Noob

i no that the skin starts off blue and that you can change it but is there a script do that on options in the game u change the game skin

like on the ff games
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Nightwolf

Why script, use database editing! if u and i are talking about the same script
Arlen is hot.

Joey_Noob

ye but i want an option on the game menu so u can change the background colour like u can on most ffs E.G u can change ff9s to standerd(grey) or classic(blue)
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Nightwolf

oh so u want 2,im not good at scripts so i cant help sry
Arlen is hot.

Blizzard

I could modify mine, so you can use it for yours, but I need to know, which menu you are using. If it
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Joey_Noob

#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
  bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

def name
$map_infos[@map_id]
end
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
#  Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 560, 454)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Arial"
  self.contents.font.size = 24
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 94
    y = i * 110
    actor = $game_party.actors
    draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
    #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
    draw_actor_name(actor, x, y)
    draw_actor_class(actor, x + 120, y)
    draw_actor_level(actor, x, y + 18)
    draw_actor_state(actor, x + 200, y)
    draw_actor_exp(actor, x+ 144, y + 38)
    draw_actor_hp(actor, x, y + 38)
    draw_actor_sp(actor, x, y + 58)
  end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
  end
end
end

#=======================================#
# ?Window_GameStats                                                             #
# written by AcedentProne                                                          #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
 super(0, 0, 160, 80)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 22
 refresh
end

def refresh
 self.contents.clear
 self.contents.font.color = system_color
 # Draw "Time"
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 6, 120, 32, text, 2)
self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 120, 32, "Temps")
 #Drawing Gold
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
 self.contents.font.color = system_color
 self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
 end
end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear

# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 220, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(175, 0, 80, 32, $game_map.name)
end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------

def initialize(menu_index = 0)
 @menu_index = menu_index
end

def main
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save Game"
 s6 = "Quit FF XV"
 
 #--------------------------- edit-------------------------------
 # Command menu
 # Size = Screen height - border sizes -
 #   GameStatus menu - Spacing from GameStatus
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
 @command_window.x = 640 - @command_window.width
 @command_window.y = 0
 @command_window.z = 110
 @command_window.index = @menu_index
 if $game_party.actors.size == 0
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
 end
 if $game_system.save_disabled
   @command_window.disable_item(4)
 end
 @map = Window_Mapname.new
 @map.x = 640 - @map.width
 @map.y = 480 - @map.height - 1
 @map.z = 110
 # Lower right box
 @game_stats_window = Window_GameStats.new
 @game_stats_window.x = 640 - @game_stats_window.width
 @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
 @game_stats_window.z =110
     
 
 # Status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 0
 @status_window.y = 8
 @status_window.z = 100
     
 

 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
 end
 Graphics.freeze
 @command_window.dispose
 @game_stats_window.dispose
 @status_window.dispose
 @map.dispose
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
 @command_window.update
 @game_stats_window.update
 @status_window.update
 @map.update
 if @command_window.active
   update_command
   return
 end
 if @status_window.active
   update_status
   return
 end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
 # If B button is pused
 if Input.trigger?(Input::B)
   # Plays assigned SE
   $game_system.se_play($data_system.cancel_se)
   # Go to Map
   $scene = Scene_Map.new
   return
 end
 # If C button is pused
 if Input.trigger?(Input::C)
   # Checks actor size
   if $game_party.actors.size == 0 and @command_window.index < 4
     # plays SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   case @command_window.index
   when 0
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Item.new
   when 1
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 2
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 3
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 4
     if $game_system.save_disabled
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Save.new
   when 5
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_End.new
   end
   return
 end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @command_window.active = true
   @status_window.active = false
   @status_window.index = -1
   return
 end
 if Input.trigger?(Input::C)
   case @command_window.index
   when 1
     if $game_party.actors[@status_window.index].restriction >= 2
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Skill.new(@status_window.index)
   when 2
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Equip.new(@status_window.index)
   when 3
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Status.new(@status_window.index)
   end
   return
 end
end
end
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Blizzard

Okay, I will put the "Skin" choice between Status and Save Game. How much skins do you want?
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



Get DropBox, the best free file syncing service there is!

Joey_Noob

I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Blizzard

Sorry, I took so long, but my pizza just arrived, when I started working on it. :^^: Just replace your old script with this one. There ya go:

#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

#========================================
# Skin support by Blizzard (further below)
#========================================

class Window_Base < Window

 def draw_actor_face(actor, x, y)
   face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
   fw = face.width
   fh = face.height
   src_rect = Rect.new(0, 0, fw, fh)
   self.contents.blt(x - fw / 23, y - fh, face, src_rect)
 end
 
 def draw_actor_battler_graphic(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

 def name
   $map_infos[@map_id]
 end
 
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
 
 $map_infos = load_data("Data/MapInfos.rxdata")
 
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
 
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
# Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
 def initialize
   super(0, 0, 560, 454)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
   self.active = false
   self.index = -1
 end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 94
     y = i * 110
     actor = $game_party.actors[i]
     draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
     #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
     draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 120, y)
     draw_actor_level(actor, x, y + 18)
     draw_actor_state(actor, x + 200, y)
     draw_actor_exp(actor, x+ 144, y + 38)
     draw_actor_hp(actor, x, y + 38)
     draw_actor_sp(actor, x, y + 58)
   end
 end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
   end
 end
end

#=======================================#
# ?Window_GameStats #
# written by AcedentProne #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
 def initialize
   super(0, 0, 160, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 22
   refresh
 end

 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   # Draw "Time"
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 6, 120, 32, text, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, -10, 120, 32, "Temps")
   #Drawing Gold
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
 end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
 def initialize
   super(0, 0, 320, 60)
   self.contents = Bitmap.new(width - 52, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
 end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
 def refresh
   self.contents.clear
 
   # Map Name
   #map = $game_map.name
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 220, 32, "Location")
   self.contents.font.color = normal_color
   self.contents.draw_text(175, 0, 80, 32, $game_map.name)
 end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

#========================================
# Skin support by Blizzard BEGIN
#========================================

class Window_Skin < Window_Selectable
 
 def initialize(width, commands)
   super(0, 0, width, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
   self.index = 0
 end
 
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
 end
 
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(12, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   # icon support, delete text in the r1, r2... and change 196 to 64 at the
   # [r1, r2...], icons are name skin0, skin1...
   #bitmap = RPG::Cache.icon("skin" + index.to_s)
   #self.contents.blt(x + 3, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
   self.contents.draw_text(rect, @commands[index])
 end
 
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end

#========================================
# Skin support by Blizzard END
#========================================

 
class Scene_Menu
#--------------------------- edit-------------------------------
 attr_reader :status_window
#/--------------------------- edit-------------------------------

 def initialize(menu_index = 0)
   @menu_index = menu_index
 end

 def main
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Skin"
   s6 = "Save Game"
   s7 = "Quit FF XV"

   r1 = "Skin 1"
   r2 = "Skin 2"
   r3 = "Skin 3"
   r4 = "Skin 4"
   r5 = "Skin 5"
   
   #--------------------------- edit-------------------------------
   # Command menu
   # Size = Screen height - border sizes -
   # GameStatus menu - Spacing from GameStatus
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
   @command_window.x = 640 - @command_window.width
   @command_window.y = 0
   @command_window.z = 110
   @command_window.index = @menu_index
   if $game_party.actors.size == 0
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   if $game_system.save_disabled
     @command_window.disable_item(4)
   end
   @map = Window_Mapname.new
   @map.x = 640 - @map.width
   @map.y = 480 - @map.height - 1
   @map.z = 110
   # Lower right box
   @game_stats_window = Window_GameStats.new
   @game_stats_window.x = 640 - @game_stats_window.width
   @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
   @game_stats_window.z =110


   # Status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 0
   @status_window.y = 8
   @status_window.z = 100
   
   # Skin chooser
   @skin_window = Window_Skin.new(196, [r1, r2, r3, r4, r5])
   @skin_window.active = false
   @skin_window.x = -256
   @skin_window.y = 128
   @skin_window.z = 300
   


   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @game_stats_window.dispose
   @status_window.dispose
   @skin_window.dispose
   @map.dispose
 end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
 def update
   @command_window.update
   @game_stats_window.update
   @status_window.update
   @map.update
   @skin_window.update
   if @skin_window.active
     update_skin_window
     return
   end
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
 end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
 def update_command
   # If B button is pushed
   if Input.trigger?(Input::B)
     # Plays assigned SE
     $game_system.se_play($data_system.cancel_se)
     # Go to Map
     $scene = Scene_Map.new
     return
   end
   # If C button is pushed
   if Input.trigger?(Input::C)
     # Checks actor size
     if $game_party.actors.size == 0 and @command_window.index < 4
       # plays SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.index
     when 0
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4
       $game_system.se_play($data_system.decision_se)
       @skin_window.x = 352
       @command_window.active = false
       @skin_window.active = true
     #  @skin_window.index = 0
     when 5
       if $game_system.save_disabled
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Save.new
     when 6
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     end
     return
   end
 end
 
 def update_skin_window
   # If B button is pushed
   if Input.trigger?(Input::B)
     # Plays assigned SE
     $game_system.se_play($data_system.cancel_se)
     @skin_window.active = false
     @skin_window.x = -256
     @skin_window.index = 0
     @command_window.active = true
     return
   end
   # If C button is pushed
   if Input.trigger?(Input::C)
     case @skin_window.index
     when 0
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin1"
       @skin_window.refresh
     when 1
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin2"
       @skin_window.refresh
     when 2
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin3"
       @skin_window.refresh
     when 3
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin4"
       @skin_window.refresh
     when 4
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin5"
       @skin_window.refresh
     end
     return
   end
 end
 
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
 def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@status_window.index)
     when 2
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@status_window.index)
     when 3
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end


If you want to change the names of the skins just change:

   r1 = "Skin 1"
   r2 = "Skin 2"
   r3 = "Skin 3"
   r4 = "Skin 4"
   r5 = "Skin 5"


into e. g.:

   r1 = "Blue"
   r2 = "Gold"
   r3 = "Classic"
   r4 = "Fiery"
   r5 = "Standard"


Name the skin files skin0, skin1, skin2...

That
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Joey_Noob

I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Blizzard

Np! =D Add me into Credits if you want.
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Visit our website.
You can also love/hate us on Facebook or the game itself.



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Joey_Noob

I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

Blizzard

Ok, then. Write this:

Boris Miki? alias Blizzard

=D
Best is, you copy, paste it unless you have a croatian keyboard. xD
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



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