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Site Author : Topic: Universal Spells for EE (hp-, hp+, mp-, mp+, sp-, sp+)  (Read 4353 times)
0 Members and 1 Guest are viewing this topic.
March 13, 2009, 07:41:18 AM
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    Okay, I just got done making my own spell, since the spell system is kinda screwed up...

    NOTE: This CANNOT be posted on ANY other forums without my direct consent.  If you see this script posted on any other website besides Eclipse, please contact me!
    NOTE2: Feel free to modify this any way you want; no credit needed


    I made sure there are no magic numbers (atleast I think there aren't any).

    Anyway, here ya go!

    Known Bugs (these aren't too crippling; maybe someone could figure out why it does this):
    1) If you use the Cure Spell on an NPC, it will cure the NPC, but it will not update it's health bar unless someone else attacks it.
    2) All of these targets have unlimited range; which means that they can attack a player/NPC from ANYWHERE on the map.  I'm sure this can be fixed, I just haven't worked it out yet.


    Installation:
    There are two ways of doing this...

    First way (must have EE2.7):
    Step 1: Save the attached "epicspell.txt" onto your computer, and put it in your script folder. 
    Step 2: Open up your Main.txt, and put in:
    #include<epicspells.txt>

    Second way:
    Paste this at the bottom of your main.txt:
    Code: [Select]
    '~~~~~~~~~~~~~~~~~
    'Epic Spell
    'Made by Admiral Refuge
    'Special thanks to Shadowwulf for range-detection algorithm
    'Give credit where credit is due.
    '~~~~~~~~~~~~~~~~~
    Sub dmgspell(index, mp, val, range, ani, sound)
    If GetPlayerMP(index) >= mp Then
    Dim target
    Dim x
    Dim y
    Dim map
    map = GetPlayerMap(index)
    If GetPlayerTarget(index) < 0 Then
    target = GetPlayerTargetNpc(index)
    y = GetNpcY(map, target)
    x = GetNpcX(map, target)
    If CanSpell(index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call DamageNPC(index, target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    Else
    target = GetPlayerTarget(index)
    y = GetPlayerY(target)
    x = GetPlayerX(target)
    If CanSpell(index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call DamagePlayer(index, target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    End If
    mp = GetPlayerMP(index) - mp
    Call SetPlayerMP(index, mp)
    Else
    Call PlayerMsg(index, "You need " & mp & " MP to cast this spell!", 1)
        End If
    End Sub

    Sub curespell(index, mp, val, range, ani, sound)
    If GetPlayerMP(index) >= mp Then
    Dim target
    Dim x
    Dim y
    Dim map
    Dim hp
    map = GetPlayerMap(index)
    If GetPlayerTarget(index) > 0 Then
    target = GetPlayerTarget(index)
    y = GetPlayerY(target)
    x = GetPlayerX(target)
    hp = GetPlayerHP(target)
    val = val + hp
    If CanSpell(index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call SetPlayerHP(target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    Else
    target = GetPlayerTargetNpc(index)
    y = GetNpcY(map, target)
    x = GetNpcX(map, target)
    hp = GetMapNpcHP(map, target)
    val = val - hp
    If CanSpell(index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call SetMapNpcHP(map, target, val)
    Call SendNPC(map, target)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    End If
    mp = GetPlayerMP(index) - mp
    Call SetPlayerMP(index, mp)
    Else
    Call PlayerMsg(index, "You need " & mp & " MP to cast this spell!", 1)
    End If
    End Sub



    Sub warmthspell(index, mp, val, range, ani, sound)
    If GetPlayerMP(index) >= mp Then
    Dim target
    Dim x
    Dim y
    Dim map
    Dim mp1
    map = GetPlayerMap(index)
    If GetPlayerTarget(index) > 0 Then
    target = GetPlayerTarget(index)
    y = GetPlayerY(target)
    x = GetPlayerX(target)
    mp1 = GetPlayerMP(index)
    val = val + mp1 - mp
    If CanSpell (index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call SetPlayerMP(target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    Else
    Call PlayerMsg(index, "You cannot cast this on an NPC", 1)
    End If
    Else
    Call PlayerMsg(index, "You need " & mp & " MP to cast this spell!", 1)
    End If
    End Sub



    Sub burstspell(index, mp, val, range, ani, sound)
    If GetPlayerMP(index) >= mp Then
    Dim target
    Dim x
    Dim y
    Dim map
    Dim sp
    map = GetPlayerMap(index)
    If GetPlayerTarget(index) > 0 Then
    target = GetPlayerTarget(index)
    y = GetPlayerY(target)
    x = GetPlayerX(target)
    sp = GetPlayerSP(target)
    mp = GetPlayerMP(index) - mp
    val = val + sp
    If CanSpell (index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call SetPlayerSP(target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    Call SetPlayerMP(index, mp)
    Else
    Call PlayerMsg(index, "You cannot cast this on an NPC", 1)
    End If
    Else
    Call PlayerMsg(index, "You need " & mp & " MP to cast this spell!", 1)
    End If
    End Sub



    Sub physchespell(index, mp, val, range, ani, sound)
    If GetPlayerMP(index) >= mp Then
    Dim target
    Dim x
    Dim y
    Dim map
    Dim mp1
    map = GetPlayerMap(index)
    If GetPlayerTarget(index) > 0 Then
    target = GetPlayerTarget(index)
    y = GetPlayerY(target)
    x = GetPlayerX(target)
    mp = GetPlayerMP(index) - mp
    If CanSpell (index, target, range, x, y) = False Then
    Call PlayerMsg(index, "You are too far from the target!", 1)
    Exit Sub
    End If
    Call SetPlayerMP(index, mp)
    mp1 = GetPlayerMP(target)
    val = mp1 - val
    Call SetPlayerMP(target, val)
    Call SpellAnim(ani, map, x, y)
    Call PlaySound(index, sound)
    Else
    Call PlayerMsg(index, "You cannot cast this on an NPC", 1)
    End If
    Else
    Call PlayerMsg(index, "You need " & mp & " MP to cast this spell!", 1)
    End If
    End Sub



    Function CanSpell(index, target, range, x, y)
       Dim PX
       Dim PY
       PX = GetPlayerX(index)
       PY = GetPlayerY(index)
       If target = GetPlayerTargetNpc(index) Then
          If x > PX + range Or x < PX - range Then
             CanSpell = False
             Exit Function
          End If
          If y > PY + range Or y < PY - range Then
             CanSpell = False
             Exit Function
          End If
          CanSpell = True
          Exit Function
       Else
          If GetPlayerMap(index) <> GetPlayerMap(target) Then
             CanSpell = False
             Exit Function
          End If
          If x > PX + range Or x < PX - range Then
             CanSpell = False
             Exit Function
          End If
          If y > PY + range Or y < PY - range Then
             CanSpell = False
             Exit Function
          End If
          CanSpell = True
          Exit Function
       End If
    End Function


    How to Use:

    In the above subs, you have afew diff scripted spells, but they all have the same pattern of being called:
    Call spell(index, mp, val, range, ani, sound)
    mp: The amount of MP the spell will cost
    val: The "Vital Mod" of the spell (eg, if it's the deathspell, val will be how much HP you want to subtract from the target)
    range: This is the range of the spell (eg, 5 tiles)
    ani: This is the spell number you'll be using the animation for.  Say you want animation number 5, right?  Then make a new spell (don't have it scripted), and set it's animation to 5.  Then, put that spell number under "ani".
    sound: Which sound you want to play (this MUST be in quotes, eg: "magic1.wav")

    Types of spells to call:
    Code: [Select]
    Call dmgspell(index, mp, val, range, ani, sound)This one, will subtract HP from the target.

    Code: [Select]
    Call curespell(index, mp, val, range, ani, sound)This one will add HP to the target.

    Code: [Select]
    Call warmthspell(index, mp, val, range, ani, sound)This one will add MP to the target.

    Code: [Select]
    Call physchespell(index, mp, val, range, ani, sound)This one will subtract MP from the target.

    Code: [Select]
    Call burstspell(index, mp, val, range, ani, sound)This one will add SP to the target.

    Code: [Select]
    Call slowspell(index, mp, val, range, ani, sound)This one will subtract SP from the target.

    This is my very first (working) script, but I think I was able to make it efficient enough.

    Still need help?
    Okay; go into your Main.txt, and look under your ScriptedSpell sub.
    It should look like this:
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
    Select Case Script
    Case 0
    Call PlayerMsg(Index, "This scripted spell has no apparent use.", WHITE)
    Exit Sub

    Case Else
    Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
    Exit Sub
    End Select
    End Sub

    Notice under Case 0, you see the Call PlayerMsg command.  Instead of Call PlayerMsg, you put the calls in for my spell.

    So say you want to add two new spells, right?  One that will take away HP, and one that will heal.
    So you'll be using two of the calls Call dmgspell(index, mp, val, range, ani, sound) and Call curespell(index, mp, val, range, ani, sound).


    Now, where do you put it?  The first one is simple; just replace the Call PlayerMsg in Case 0, with Call dmgspell(index, mp, val, range, ani, sound)
    {Of course, you can replace mp, val, ani, and sound, with what is needed (see the opening post)}

    Now, you're scripted spell sub should look like this (assuming you want a dmg spell that costs 5 mp to use, and takes 10 hp away, has a range of 3, plays the spell animation belonging to spell #2, and has the sound Magic1.wav):
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
       Select Case Script
          Case 0
             Call dmgspell(index, 5, 10, 3, 2, "magic1.wav")
             Exit Sub

          Case Else
             Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
             Exit Sub
       End Select
    End Sub

    But, what do you do about the other spell?
    You add another Case.  For this, Case 1.
    Then, you put the new call under Case 1, so it will look like this (don't forget to add "Exit Sub" at the end of that case):
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
       Select Case Script
          Case 0
             Call dmgspell(index, 5, 10, 3, 2, "magic1.wav")
             Exit Sub

          Case 1
             Call curespell(index, mp, val, range, ani, sound)
             Exit Sub

          Case Else
             Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
             Exit Sub
       End Select
    End Sub

    Then, you just add another case to put another call in.

    Of course, to use these spells, you go in the spell editor, and make the spell type scripted, and Script 0, will be for Case 0, etc.
    « Last Edit: April 24, 2009, 06:42:07 AM by ÅÐмiядζ ЯξƒµĢ€ » Logged

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    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
    Hello! I am French and I have found my happiness on your software.
    March 14, 2009, 04:41:07 PM
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    So this is a sub you put at the end of the main and call up using Sub Epicspell(ani, etc, etc) ?
    Or do you plan on using this is scripted spell sub and call up using select, I think you mean at the bottom but not sure...
    Logged
    March 14, 2009, 05:28:10 PM
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    So this is a sub you put at the end of the main and call up using Sub Epicspell(ani, etc, etc) ?
    Or do you plan on using this is scripted spell sub and call up using select, I think you mean at the bottom but not sure...
    Actually, it was just 1 spell, where you pasted it at the bottom of the main.txt, and put "call epicspell(index)" and that was all.

    But actually, that's a better idea (using "call Epicspell(ani, etc, etc)").

    I'll edit the top script to work like that.
    Logged

    I no longer offer engine support through PMs.  If you need help, please do so by posting in the correct board, thank you.
    I also do not grant "Moderator" or "Administrator" requests; such a PM will be ignored.


    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
    Hello! I am French and I have found my happiness on your software.
    March 14, 2009, 05:39:57 PM
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    I thought that was the way you were going anyways, I'll probably use this a bit and vary it up for situations that require it.

    BTW congrats on 2k posts -.- lol
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    March 14, 2009, 05:45:20 PM
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    Epic & Flawless... And no numbers....


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    March 15, 2009, 06:14:55 PM
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    This is incredible! I needed this (and I bet I'm not the only one) very badly! Thank you, Squiddle Online can now make use of the Magic stat ^.^.
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    March 15, 2009, 06:19:51 PM
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    nice job! ima see if it works tomorrow.
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    March 16, 2009, 03:33:18 PM
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    Good script! I am happy that I can understand this.
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    March 17, 2009, 05:15:27 AM
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    very good script man !
    but the only prblem is: the distance!
    the spell has unlimeted distance and hit the taget if its out of screen
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    March 17, 2009, 06:28:35 PM
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    I've updated my post to include all the spells, not just a dmg spell.

    very good script man !
    but the only prblem is: the distance!
    the spell has unlimeted distance and hit the taget if its out of screen
    Yea, I'm sure it's not that hard to fix (have to add afew more If-Else statements, probably)
    Logged

    I no longer offer engine support through PMs.  If you need help, please do so by posting in the correct board, thank you.
    I also do not grant "Moderator" or "Administrator" requests; such a PM will be ignored.


    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
    Hello! I am French and I have found my happiness on your software.
    March 20, 2009, 08:44:18 AM
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    Where/How I use "Calls"
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    Cool Game; My Brute
    March 20, 2009, 02:10:49 PM
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    Where/How I use "Calls"
    Okay; go into your Main.txt, and look under your ScriptedSpell sub.
    It should look like this:
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
    Select Case Script
    Case 0
    Call PlayerMsg(Index, "This scripted spell has no apparent use.", WHITE)
    Exit Sub

    Case Else
    Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
    Exit Sub
    End Select
    End Sub

    Notice under Case 0, you see the Call PlayerMsg command.  Instead of Call PlayerMsg, you put the calls in for my spell.

    So say you want to add two new spells, right?  One that will take away HP, and one that will heal.
    So you'll be using two of the calls Call dmgspell(index, mp, val, ani, sound) and Call curespell(index, mp, val, ani, sound).


    Now, where do you put it?  The first one is simple; just replace the Call PlayerMsg in Case 0, with Call dmgspell(index, mp, val, ani, sound)
    {Of course, you can replace mp, val, ani, and sound, with what is needed (see the opening post)}

    Now, you're scripted spell sub should look like this (assuming you want a dmg spell that costs 5 mp to use, and takes 10 hp away, plays the spell animation #2, and has the sound Magic1.wav):
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
       Select Case Script
          Case 0
             Call dmgspell(index, 5, 10, 2, "magic1.wav")
             Exit Sub

          Case Else
             Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
             Exit Sub
       End Select
    End Sub

    But, what do you do about the other spell?
    You add another Case.  For this, Case 1.
    Then, you put the new call under Case 1, so it will look like this (don't forget to add "Exit Sub" at the end of that case):
    Code: [Select]
    ' Executes whenever a player casts a scripted spell.
    Sub ScriptedSpell(Index, Script)
       Select Case Script
          Case 0
             Call dmgspell(index, 5, 10, 2, "magic1.wav")
             Exit Sub

          Case 1
             Call curespell(index, mp, val, ani, sound)
             Exit Sub

          Case Else
             Call PlayerMsg(Index, "No spell script found. Please contact an admin to solve this problem.", WHITE)
             Exit Sub
       End Select
    End Sub

    Then, you just add another case to put another call in.

    Of course, to use these spells, you go in the spell editor, and make the spell type scripted, and Script 0, will be for Case 0, etc.
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    March 27, 2009, 12:32:22 PM
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    If you were to put #include<epicspells.txt> where exactly would you put it?

    -Alpha
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    If you were to put #include<epicspells.txt> where exactly would you put it?

    -Alpha
    Just put it at the very beginning of the main.txt (right before, or after ' Eclipse Evolution 2.7 Scripting File )
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    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
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    The spells work, but there's no animation, is there any way to fix it?

    -Alpha
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    March 27, 2009, 01:23:23 PM
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    The spells work, but there's no animation, is there any way to fix it?

    -Alpha
    There should be an animation, unless you've tried to fix the spell bug (in which case, try this script in a default main.txt which came with the compiled version of Eclipse)
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    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
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    March 27, 2009, 01:27:49 PM
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    Okay, thanks Admiral! I was using the Source spells work version.

    -Alpha
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    March 27, 2009, 01:39:31 PM
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    Okay, thanks Admiral! I was using the Source spells work version.

    -Alpha
    Yea, that version ends up killing the spell animations (that's actually the whole reason I made this one lol)
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    Remember that marshmallow from Ghost Busters? marsh is a Canadian version of that.

    And thus paperdoll was born! | Sub: "Destroy Game" | Evolve 4.0 -- Evolving Simulaton! | Script Index - Almost ALL of Eclipse's ScriptsOkay, if you are not open-minded, then stop reading...
    Guess what? Telekinesis, Pyrokinesis, Cryokinesis, Hydrokinesis, Electrokinesis, Psychokinesis, Telepathy, Empathy, Energy Balls, Energy Shields, Remote Viewing, and more IS POSSIBLE! If you have an open mind, and willing to TRY IT YOURSELF, then  read THIS FREE BOOK I've compiled myself!
    Hello! I am French and I have found my happiness on your software.
    March 27, 2009, 01:46:21 PM
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    Bad text drawing lol

    -Alpha
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    March 27, 2009, 01:48:13 PM
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    lol I think admirals on hidden xD
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