Profile for -=microphage=-
Field | Value |
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Displayed name | -=microphage=- |
Member number | 7213 |
Title | Warrior |
Postcount | 181 |
Homepage | http://www.freewebs.com/microphage |
Registered | Monday, June 12 2006 07:00 |
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New GF4 Editor in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Friday, December 21 2007 12:00
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quote:Very easy. Though time consuming. The only problem is deciding what already existing equipment is the strongest, most preferable, or suggestions for what you'd like to see in a custom set of "God Mode" equipment? Micro Phage EDIT: Typo [ Saturday, January 05, 2008 10:06: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
New GF4 Editor in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Friday, December 21 2007 11:53
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quote:I recently updated my editor and it has an entry point in Crenshaws Dell (sign at far south s/w) that enables you to get all the creatures. I'll look at the spells later and maybe add them to another sign or NPC farther in the game. There is an upper limit on how high your line numbers can go so I doubt that even with renumbering all of them would allow for all these features at the Rebel Docks Sign. Besides, the best use to me for an editor is to move things along a bit on multiple replays of the game. Pro Shaper, Pro Rebel, or Pro Trakovite is one example. Plus there's lots of other fun things to do with different quests and perspectives that make this game very replayable anyhow. I'll look closer at the spells and such after the Holidays. Hope the new update answers at least part of your question. Micro Phage After thinking further about your question I believe that the 1st entry point of the Editor will let you boost your magic skills high enough to use the spells, but may need to look harder at specific ones. Will update soon. [ Saturday, January 05, 2008 10:18: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
New GF4 Editor in Geneforge 4: Rebellion | |
Warrior
Member # 7213
|
written Tuesday, December 18 2007 07:11
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quote:If you are asking for volunteers that would be great! As much as has been put into this there has to be some rough edges. Nothing terminal though. I've tested it pretty thoroughly. Anyone, everyone, try it out. Looking forward to feedback on this, and some helpful suggestions to polish it bright... -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
New GF4 Editor in Geneforge 4: Rebellion | |
Warrior
Member # 7213
|
written Tuesday, December 18 2007 04:09
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MicroPhage's Geneforge 4 Editor 1. Rebel Docks: Allows player to edit all skills. This includes all spells, creations, statistics, experience, and coins. Allows for "No thanks." to not use at any time. And Godmode feature. Entry point: 1st sign on your right at The Rebel Docks. Select "No thanks" in order to play normally. 2. Dillame: Allows "Melted Sand" quest finish. Gretchen at Gretchens Potions gives the quest and she'll continue to buy any you find after finish. 3. Eastern Rise: Allows player to jump to North or South entry signs instead of walking through Eastern Rise. Also lets you jump to 2 locations in each North and South maps. Select "No thanks" in order to play normally. 4. Aziraph Rebel Camp. Stock up on coins, high value, weapon gems. Entry point: Captain Archibald at south entrance. he also trains. iF YOUR COINS GO TO "0" JUST USE EDITOR AGAIN FOR FULL 30,000 COINS. Also enables finish for Stubbs the Quartermasters "Swamp Herb" quest after all rewards gained. Select "No thanks" in order to play normally. This link is for Q&A if you're stuck in a quest: http://www.freewebs.com/microphage/gf4spoilerqa.htm And this is the Geneforge 4 Editor: http://www.freewebs.com/microphage/GF4Editor.zip MicroPhage Not supported by Spiderweb Software. All scripts copyright Spiderweb Software. USE AT YOUR OWN RISK, and of course MAKE BACKUPS of each .txt script file that will be modified by this editor! Edit: Total makeover of editor. All Character editing can now be accomplished at 1 Entry Point. Supports jumping to and from areas. Godmode swords now have "Rain of Fire" and "Boulder Basher" swords. [ Thursday, February 14, 2008 20:41: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Tuesday, December 18 2007 03:36
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quote:Very cool! I've had a lot of fun playing around with some of the ideas on this thread. Really glad you started it! You may have seen in the A4 forum a post about Strategy Central that mentioned an A4 Editor by Micro Phage. I'm not a total noob to these forums though it's been a while since I've played with UBB or the Spiderweb Forums. (I think an early version of UBB predated the WWW in the old Bulletin Board days before everyone was able to get web access.?.?) Anyhow, I'm knocking some rust and dust off UBB and scripting skills. I'm finishing up a GF4 Editor. Seems fairly clean at this point. I think it's about ready to post it in the GF4 forum but if you want a peek the link is http://www.freewebs.com/microphage/index.htm I've gotten some ideas here that leave a mark in some of the custom items in it. I spend more time playing with scripts than playing a game. Then of course you need to test out the scripts and play the game again so I get a lot of mileage out of a game! Also, I'm doing a test run on a PC program called XLnow OnScript Editor that is somewhat helpful in locating where a certain line is if you're getting crazy with script modding. I think you have to multiply the error line number in the game error message by 2 in this prog and it'll help you track where a mistake is. So there is something out there besides Notepad but it's way over powered for this. But... a try before you buy version got me past a screaming hair puller bug on the GF4 editor. Is there anything out there besides Notepad and this for scripting? Ah, well. I'm going to sleep. The sun is starting to come up. Later! Micro Phage -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Tuesday, December 18 2007 02:55
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quote:You're right. It wasn't sarcasm. I've been playing so many different RPG's this year that I was actually wondering if there were Necromancers in this game and I'd missed something! Duh. Not to mention an occasional need for sleep after a gaming marathon! Yawn... -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Monday, December 17 2007 19:32
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quote:Thanks Diki! Seemed I was on topic considering the content of many of the posts here. Also, somehow when I quoted the 1st post in this forum it gave a different name than "Azuma". Thought I was quoting Azuma. Anyhow, the weapon hybrid rocks! And it almost appears to act like a sword at close range. Though you'll get splashed a bit by the reaper effect! Thanks Azuma for great idea! And The Ratt, no problem. The thread is called Geneforge 4 and is titled "Making a Melee Weapon into Ranged" after the title of the 1st post. I'll look for some Necromancer posts and reply if I have something interesting to add. -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion | |
Warrior
Member # 7213
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written Friday, December 14 2007 15:16
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quote:Cool idea! I couldn't get it to work properly on PC. It still acted like a sword and would splash over effect on me and any of my party who were nearby until I made the following changes: begindefineitem 83; import = 68; it_name = "Puresteel Soulblade"; it_graphic_coloradj = 64; it_level = 15; it_ability = 58; it_value = 5000; it_stats_to_affect 0 = 7; it_stats_addition 0 = 2; it_stats_to_affect 1 = 6; it_stats_addition 1 = 1; It now acts like a missile weapon and doesn't even need reapers in inventory. Great weapon! All I did with your script is change position of 1 line. -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Drakon from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Hello, it's been a while... in Avernum 4 | |
Warrior
Member # 7213
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written Friday, November 30 2007 02:54
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Just dropping in for some serious catch up reading and to say hello! It appears about time to check out the Avernum and Geneforge 5 versions! Seems an eternal wait for next versions may be over. Great expectations!! Was pleased to see my A4 editor page has over 600 hits. Hawk King (love the Stephen Hawking implications) was 11 or 12 when making A4 editor? Yikes! Had no clue! Makes mine totally lame in retrospect. Was inspired and amazed overall. Again, thanks. Must check out the latest from Spiderweb. Too much fun, oughta be a law or somesuch... Alorael, still rockin' I see. Over 14 thousand posts? Whoa! Spiderweb, keep up the good work! Happy Holidays all... -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Dbug Kill? in Avernum 4 | |
Warrior
Member # 7213
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written Tuesday, January 16 2007 23:36
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Why don't you try looking here: http://www.freewebs.com/microphage/ It allows you to make changes in increments of about 20% instead of all at once. And gives you some cool stuff that you can keep, sell, whatever. -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Installing the A4 Editor? in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, October 14 2006 23:45
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Why don't you try looking here: http://www.freewebs.com/microphage/ -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Avernum V ideas in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, August 5 2006 22:26
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quote:Assuming A5 didn't have the major transport/supply probs as A4... Not a bad idea. But small fee? Hmmm. Who but Adventurers other than your own party would provide this service? And at what cost and reliability? I'm assuming both Avernum 5 and it's Empire world will be under mutual attack at best. Maybe some corrupted (by Darksiders) officials could be bought or intimidated. Who knows. Multiple open ended variables would be very desirable for A5. As for the weapons, no ideas fitting within the scenario. And though it's old news now, you've given me a really interesting idea for a final finishing touch for an A4 editor. (It's gonna be a while before A5.) Thanks! Good thought on main question. May have fun solution for A4 cache idea thing. -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Character Fighting Order in Avernum 4 | |
Warrior
Member # 7213
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written Wednesday, August 2 2006 11:36
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quote:Arm and train your main character to be a fighter and use magic. Can be a soldier, whatever. Here's is link to thread you may be thinking of: Combat Lineup Changes -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Avernum V ideas in Avernum 4 | |
Warrior
Member # 7213
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written Monday, July 31 2006 18:59
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quote:Randomized areas could be good in moderation! :) quote:That worked good in the Geneforge demo (Picking up smart characters along the way). :) EDIT: Trying to reply to multi-posts in one. [ Monday, July 31, 2006 19:10: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
[bug] Missing shade in Avernum 4 | |
Warrior
Member # 7213
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written Friday, July 28 2006 21:47
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Try Almaria. Shade of Paranoia. Green crystal shard remnant. You'll need it in final battle with Rentar. Since you're far enough along to have killed 2 shades, Almaria's shade is the last. In your special items list you should have a red, a blue and a green crystal shard from the 3 shades. -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Avernum V ideas in Avernum 4 | |
Warrior
Member # 7213
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written Sunday, July 23 2006 10:51
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quote: quote:Peregrine's idea reminds me of the movie "The Thing". Maybe a monster that got bigger and stronger by adding parts of your party and surrounding monsters to itself till it ultimately dies from genetic overload and your attacks. Even mimicking another creature to disguise it's true nature. Or even one or more of your party to trick you into not attacking it or hitting one of your own in the confusion! Goodking, Hard to imagine more than variations on a theme when game characters are limited by a grid. Could it be possible to do something like a giant amoeba or hydra that could surround/engulf entire party and look like a single entity? Stretch across large spaces, around stationary objects to attack you from behind while your facing it? EDIT: Structure. [ Sunday, July 23, 2006 11:55: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Almaria Eternally Hostile Fix in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, July 22 2006 14:57
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quote:Thanks! I did have this problem with an old save game before I patched to v1.0.1. As far as I know v1.0.1 is only patch and current version for Windows PC. But I could've sworn that I managed to get into this with v1.0.1 but I could be wrong... Anyone run into this with v1.0.1? I thought I did this by taking several jobs/quests and not completing in reasonable order. Maybe because I rescued Ghall while Almaria was still hostile then did some wanton slaughter and odd job/quests for a couple of days. Just roaming around where combat took me. Covered a LOT of territory without seeing Houghton. Thought I found a way to crystal box (again) before ever seeing Houghton and getting Quests that opened Almaria and/or Barriers at Fort Emerald North Gate. Maybe through scree caves, or Giant lands, or going to Spire fortress first. Saw Starrus and Rone before ever talking to Houghton. Had unlock skillsitems high enough to get to King. Could have even done it using backtostart somehow. For all I know after a couple 16-18 hour A4 marathons I did a quick save game, killed Houghton myself to see what would happen, and forgot to reload before I quit for the night! (Killed Starrus once, ended game.) Anyone manage to get Houghton killed early by accident in v1.0.1? Windows PC. EDIT: It's possible that this was from an earlier save from v 1.0 though I think I did the patch in first few days and saved over the one I DID get crystal box early. I've played this game so much with so many experimental/test Save Games I can't be 100% sure. :) [ Sunday, July 23, 2006 11:42: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Almaria Eternally Hostile Fix in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, July 22 2006 12:31
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I did a sort of editor that's "entry point" is a conversation with Correlea at the Castle that fixes the results of Houghton's early demise, thus opening Almaria and cleaning up remnants. See _Almaria.txt I've played with it for days and can't find any problems with dialogue or game progression/completion. No problems with freeing the captive mages, questioning "Mayor", retrieving accounts ledger, hitting both Almaria's trainers and completing quests. I freed Ghall-Ihrno while Almaria was still hostile so you can free him with or without using this. Almaria/Game acts the same as if the "forever hostile" thing never happened and Houghton didn't die early. The best way to tell if one of your saves has this is Houghton is gone, and Almaria is still hostile. If so, this will fix it. If this doesn't make sense, you don't need this! Don't use it if you don't need it! (You can still finish game with Almaria staying hostile.) Be sure you have the latest version of A4 for your OS/Machine. Dialogue with Correlea: Question: "How long have you been a wizard?" Answer: "Not long. Not as long as most. I studied at the Tower Colony and I... I showed a knack, I guess." "Though I do have my limits." Question: "What is your knack for?" Answer: "Magic. Most people cannot master magic. They can't even cast the smallest spell, no matter how hard they try. And some people, like me, just take to it. Magic flows from us. Whether we like it or not." "Nobody knows what makes one person one way and one person another. It's a great mystery, I guess. For example, I can snap my fingers and Almaria is no longer hostile. All of poor Houghton's remnants are gone." After you exit from this dialogue you can go to Almaria. The "Go to The Castle" and "Vahnatai Sighting" quests are completed and the "Whispering Shard" is removed from Special Items in your Quest List. Everything deceased Houghton wise is cleaned up. I would recommend restoring the original script as soon as you fix this. Both the script to fix and the original restore zips are available and should be extracted from/to the Avernum 4 install directory. The files are called almhostfix.zip and afixrestore.zip Definately do a backup of your files before using this. And don't over write your original Save Game until you are comfortable. This fix is unofficial and unsupported by Spiderweb Software. Or me! (Worked fine on PC and technically should work on Mac.) USE AT YOUR OWN RISK! Here is link (look at NavBar on left): Almaria Hostile Fix And here for direct link to download: http://www.freewebs.com/microphage/Avernum4/almhostfix.zip Here is link to restore original: Restore to original link: Here is direct link to download restore: http://www.freewebs.com/microphage/Avernum4/afixrestore.zip Here is link to _Amaria.txt: Read Me Text Only: And direct Link to Text Zip File: http://www.freewebs.com/microphage/Avernum4/_Almaria.zip Note: You will not lose "fixed" Save Games by using restore. If you don't save a "fixed" game, just do the above again. Lot's of great stuff in Almaria. It's worth using this if you need it. -EDIT: Decided to make entire Houghton dies early fix available instead of Almaria only fix. :) [ Sunday, July 23, 2006 11:32: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
countering freezing? in Avernum 4 | |
Warrior
Member # 7213
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written Tuesday, July 18 2006 09:32
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quote:At the risk of spell spamming, wondered if this could be of use when you are frozen? It's really handy to have a "hot key" to cast! I doubt this is a bug or exploit. Maybe an easter egg of sorts. (hot key wise) -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
[bug] cast mage while armored in Avernum 4 | |
Warrior
Member # 7213
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written Tuesday, July 18 2006 09:24
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quote:Hey, that's pretty cool! Tested where possible in save games I currently have. None of my party is too armored to be encumbered, but it's really great to have a "hot key" to cast! I doubt this is a bug or exploit. Maybe an easter egg of sorts. (hot key wise) I wonder if this will help with situations where you are frozen. As in BrTarolg's thread... -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
Avernum V ideas in Avernum 4 | |
Warrior
Member # 7213
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written Monday, July 17 2006 22:38
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quote:Some Scrolls and wands effect group. Like Group Haste Scrolls. Also you can buy The Rod of Alacrity (Haste Group), The Rod Of Succor (Heal Group), The Rod of Defenses (Shield Group), and The Rod of Battle (Bless Group) from Sage Eichler in Spire. That's pretty far into the game but can come in handy when fighting Dorikas and Rentar. Have lots of sticks, (as many as 8) red crystals, mandrake, and herbs! Some of these scrolls and wands are spoils of battle, some custom construction, some you just find or buy. It's close to the same with Mass or Group Bless with Scrolls, drinking from basins, NPC's blessing group. There are 2 Mage Shields and 1 Priest Shield for Group. Hope this is helpful. I've never played A? but I think the same basic abilities are there, just in a different form. What about the ability to have "found items" and purchased items and such go to the party member who has been assigned to carry them? If you gain coins, it's spread to group. If you need construction items it scans and pulls from group. If you have, for some unknown reason, say iron scattered across group, when you see Dawdy in A4 to sell at good price, it pulls all from all members. I admit this could be an issue if you had specific tactical reasons for spreading/splitting certain stackable items, though not sure I've run into that except when cheating ;) but it would be convenient if game stacked the way it pulled. [ Thursday, July 20, 2006 17:25: Message edited by: Micro Phage ] -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
countering freezing? in Avernum 4 | |
Warrior
Member # 7213
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written Sunday, July 16 2006 01:02
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quote:Not sure you can willfully in the A4 world. Riposte and parry generally apply to (1 hand) blade weapons whereas a giant spear would be a (both hands) pole weapon in A4. The riposte and parry are kind of automated when you are frozen it seems. Can you select what weapon you have active at the point you're at? Honestly, I just like to fry bad guys with Divine Retribution when possible, but then I cheat like crazy when my (RPG) life is on the line... ;) -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
countering freezing? in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, July 15 2006 23:47
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quote:Heh! Alorael, I should have known you were still awake! I need to sleep but couldn't resist saying hello! 'Nite Sir Knights. (OK, so I'm reading Eddings Elenium Trilogy on bathroom breaks. Busted...) -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
countering freezing? in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, July 15 2006 23:38
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quote:I got your uh, humor/alt def. My humor can be dry at best, muddy when tired. Hence the ;) ... It was an attempt at a humorous riposte and I guess this is a muddy re-post ;) . God what a terrible pun. I think at 3:40am it's time to sleep. Take care, Sir Good Knight. ouch. I'm outta here! -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |
countering freezing? in Avernum 4 | |
Warrior
Member # 7213
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written Saturday, July 15 2006 22:05
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Riposte is a quick thrust given after parrying/deflecting an opponent's lunge in fencing/sword fighting. And/or a retaliatory action, maneuver, or verbal retort in tongue fu fighting. Hey, it's after 2am here. What'd you expect? ;) -------------------- Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!" General: "What!?! They couldn't hit a Giant from that dist..." Posts: 181 | Registered: Monday, June 12 2006 07:00 |