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Re: The PyWright Casemaker Thread - beta 10.7 (nov30)Topic%20Title
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Umm... How do I get the PyWright to work on mac?

So I downloaded the file, unzipped... Then what?
Okay, that's not everything. I tried to do at least what I could figure out;
I downloaded and installed Python 2.5.4, downloaded and installed PyObjc
1.4 so I could download and install pygame 1.8 which I then did.
Now what?

And then how to get an existing case to work on it?
Sorry if this question has already been answered somewhere or other.
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Re: The PyWright Casemaker Thread - beta 10.7 (nov30)Topic%20Title
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You should also install PIL and numpy, but it should run already, if you have python/pyobjc/pygame.

Here are the other packages:
http://pythonmac.org/packages/py25-fat/ ... -11-07.dmg
http://pythonmac.org/packages/py25-fat/ ... -05-18.dmg

You should run updater.py (I haven't used a mac, you might be able to double click, or you might have to run it from the console: "python updater.py"). From there you can download the test games or turnabout substitution (ts_demo). For test games you need to download specific characters from the updater.

To run the actual game, just run PyWright.py (double click, or "python PyWright.py"). Choose the game to play from the list. Choose the case, and it should work at that point.

(If you want 3d support, which isn't currently used by anything, you need to install pyopengl. There's a good description on how here: http://bradmontgomery.blogspot.com/2007 ... -os-x.html)

It's my fault for not putting all of this info on the wiki.
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Re: The PyWright Casemaker Thread - beta 10.7, beta 11 soonTopic%20Title
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Just a note on progress again. I am able to play most of turnabout substitution in beta 11 now. Functionally, little is missing, but the polish is not there. My test count for the beta 11 system is now up to 220 tests. I think the complexity may have went up even though I was aiming to make things more simple, but there is more functionality and power there now as well (and the code is much more readable and easy to work with, that's for sure).

My goals now are to just take each feature from beta 10 and port it into beta 11, writing more tests for each thing I add. Much of this stuff I ported already but just in a quick fashion to see what can be done or not. For instance, I ported the talking list selection, but the layout is ugly and I haven't tested every kind of list. So in that case, I will have to write some tests for various lists, and convert the hacky code into production code. This sequence of steps must be done for each feature.

It will really pay off in the end. The three goals are: increase power, keep or enhance the simplicity, and add stability.

Beta 11 will be 99% backwards compatible, I will post here with any specific things that I don't want to port over. It's looking like I might abandon the auto layering, as trying to remember what z layer everything is got pretty annoying with beta 10. I think it would be easier to just have the last added item always displayed on top. That has it's own problems too. My other option is to go with a specific set of layers.

Also, although compatible, I'm sure there will be better ways to do various things than there used to be. The name= argument for char, bg, etc will become generally obsolete for regular scripting, because everything in the engine will get nice auto-assigned names. I'm not sure if any of the changes will be enough to warrant conversion of existing scripts, but will make new scripting endeavors easier.

I am pushing to get done this month, but I can't promise anything. I'm close enough to taste it but far enough away to feel weary about the distance left :udgy:

As always you can track my todo list here: looooong
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Been a while since I've played with this. Quite the improvement, my friend! I wish you continuing luck on this project. It has loads of potential!
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Thanks for the comment Neon Lemmy Koopa. Your game was a big inspiration to me last year by the way, so thanks for that too! Anything happening with Prince of Lawyers lately?

I have so much work left to do it's not even funny. Most of it isn't strictly necessary, I could be faster if I just focused on the bits needed for the release, but I keep doing other random things.
:payne:

Last thing I added - a command to change the current font, you can use truetype or bitmap fonts. Next random thing I am adding - a way to configure the screen set-up (you can have two screens side by side, 3 screens placed in a triangle, the traditional 2 screen set up, swap screens during the game, there is no limit really). At some point I will get back to making the standard stuff work again. :gant:

Other new things there will be - list variables to store collections (mostly used for evidence, but you can use them for whatever you need), file operations, debug tools, object groups to deal with multiple objects at once, more math functions, and the ability to overwrite most builtin functions in case you want something to work differently. Well, technically you can overwrite every builtin function, but be cautious replacing something that you shouldn't, hehe.

I'd give an ETA if I could but I can't so I won't. :edgy: I'm anxious to finish though so I can get back to game design instead of engine design. I wonder if I CAN even go back now. I feel like I'll be stuck tweaking engines for eternity.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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list variables to store collections -> ???
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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:gant: I'm sorry, But I've been using Pywright to make my own fangame... And... Well... I can't make scence of the examination. Could you possibly explain how you examine? I am clueless! how do you find those values for the objcts?
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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MyCheeze: Yeah, lists, or arrays, like KSA also just added to pwlib.

Example:
set colors green red blue
selectrandom color colors
"{$color}Wow, who knows what color the text will be!"

Example of evidence
#Set initial evidence all at once
set _evidence magazine business_card nametag battery
#Show a custom evidence screen
char judge
"You must choose one evidence to strike from the record"
set y 0
label display_buttons
next item _evidence
is item = "" finished
showbutton item x=0 y=$y
goto display_buttons
label finished
delev chosen

fandiago:
Nice to hear from you. The official PyWright art tool is the gimp, but the same information can probably found in other art tools as well. If you open a background in gimp and select a region to be clickable, in the info area (under the tools) it will tell you the x, y, width, and height of the box you selected.

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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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Even PAINT does.

Is it possible to make the order of a list be random, so that you can't guess based on the list order like in the games?
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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saluk wrote:
Thanks for the comment Neon Lemmy Koopa. Your game was a big inspiration to me last year by the way, so thanks for that too! Anything happening with Prince of Lawyers lately?

Its nice to know my game inspired some people. As far as development is concerned, I've only just resumed development. It had been on hold for a while because I've had too much on my plate. School has eased up some, so Im finding more time.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Thanks a lot! This will really help me out in the future! It's great to see that all of you who have made casemakers are so willing to help us "challenged" people. lol!

:odoroki:
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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MrCheeze wrote:
Is it possible to make the order of a list be random, so that you can't guess based on the list order like in the games?


Yeah I could do that. I'd like to know specifically what you mean though, I have some ideas, but I have been burned in the past (in other projects) when someone asked me to do something and I had a totally different idea in my head of what they asked. I am thinking to have a "shuffle" command for list variables, so you just call that before you get the items in the list. I'm not sure how you guess based on the order (I mean, you could be right or wrong either way, the order doesn't really matter), but there's no reason something like that would be possible.

fandiago wrote:
Thanks a lot! This will really help me out in the future! It's great to see that all of you who have made casemakers are so willing to help us "challenged" people. lol!


Haha, well, my opinion is that few of us casemaker-makers have done a very good job of explaining how things work. For myself at least, it is easy to forget that other people have not spent 1000 hours in every nook and cranny of the program figuring it out like I have. So if anyone is "challenged", it's my fault, and I better fix the problem as quick as I can :)

Good luck with the program.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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HELP!!!!!!!..dude i cant even start the thing ..it says drag pics of backrounds,charcters and ectect..and now am stuck .plz help man !! :godot:
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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I can't understand your problem, but here are some tips. Hopefully one of them answers your question. If not, try to be more specific, and ask again.

1. Use updater to download resources, including the test games. Double click on updater.exe. Click on games. Click on test to select it, then click on download. Also, click on characters, and select as many as you can stand. If you are on a slow connection, only select kyouya, maya, meekins, phoenix, edgeworth, skye, judge, kagerou, and oldbag. You can click one name, and then shift click another name to select a region, so if you download them all that is how to do it. Then click download and wait for them to download.

2. Run PyWright.exe. Click on test. Choose one of the cases (left and right to scroll, then click on the case to start it or press enter)

3. Play through the case.

4. Never run edit.exe.

5. Go to PyWright/games/test/the_test

6. open intro.txt in notepad.

7. read the code to get a feel for it. Pay special attention under "label basic_text", as the first thing you probably want to do is have characters talk

8. If any of the commands confuse or interest you, you can lookup more information about the command from PyWright/doc.txt

9. Make a new folder in PyWright/games for your new test game, and a new folder under that for the first case in your game. Don't worry so much about the name at first or trying to make your real case, just worry about learning things. MyGame and case1 would be fine for now. So there should be a PyWright/MyGame, and PyWright/MyGame/case1 folders.

10. Make a new folder in PyWright/MyGame/case1 called intro.txt. When PyWright runs a case, the first file that it loads is intro.txt

11. Add some commands to try and learn how to do things. Run PyWright.exe, choose MyGame, and case1, and see if it does what you thought it should.

12 and up. If something doesn't do what you thought, lookup the command in doc.txt and try to understand it. If you are still confused, ask about the problem on here. Eventually you will be done experimenting and ready to tackle a real case. You can make a new folder for it, or just transform your test game into a real one.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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Yeah, you got what I meant.

In-game, when shown a list, the first option is NEVER right. And when the third is something completely weird, it's almost always right.
Spoiler: "2-3 example"
The statue thingy is...
1. In the tent!
2. In the lodge!
3. In the court!
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Hellllooooooooooooo! I'm back again! :yuusaku:

Arrighty, I have a new barrage of problems to solve this time! allrighty?

1. Okay, In my game i'm using prosecutor Gavin. now, during the investigation phase when he first shows up I used the code
---
Code:
char kyouya

---
Well, he pops up he appears as he would in court, over on the very right side of the screen. Just sitting there for a split second before he starts talking, then it fixes itself when i set it like,
---
"{esmug}why won't this work!?"
---
Then it's fixed. Is there any wat to make it where he pops up in any other emote than the default one?



2. When I looked in the music tab in the updater, there was only Pw1 music... Is there any plans to put the music from the rest of the games up?

3. Is there a way you can put the screen in dual mode?you know, two screens instead of one! like the real game!

4. Is there any way that you can set the text in the boxes not to switch to the next line in the middle of words?

Code:
ex.  "You know Apollo, th"
     "at evidence is top secret"


---

Ugh. That's the end of my problems for now... :sadshoe:

Let's see if you can fix them. :igarashi:
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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fandiago wrote:
1. Then it's fixed. Is there any wat to make it where he pops up in any other emote than the default one?

Yep, use the "e=" argument to the "char command":

char kyouya e=smug
"why won't this work?"

Or tell the character to "hide" until the text sets the emotion:

char kyouya hide
"{esmug}Why won't this work"

These arguments are both listed under "char" in doc.txt along with a few other arguments.

fandiago wrote:
2. When I looked in the music tab in the updater, there was only Pw1 music... Is there any plans to put the music from the rest of the games up?

I can, they take up a lot of space though. You can always add whatever music tracks you need yourself. .ogg and .mod files work, .mp3 you'll have to check (some files work and some don't).

fandiago wrote:
3. Is there a way you can put the screen in dual mode?you know, two screens instead of one! like the real game!

If you press escape to get the settings menu, under resolution, there is a checkbox for dualscreen.


fandiago wrote:
4. Is there any way that you can set the text in the boxes not to switch to the next line in the middle of words?

All of the text markup codes are found under section 6 in doc.txt. Search for this: === 6. About Text ===
The code you want is {next}:

"You know Apollo, th{next}"
"at evidence is top secret"

Let me know if you need anything else.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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That's not what he meant for 4 I think. I think he was saying to have words go to the next line at spaces instead of anywhere.

Blah blah blah blah bla
h blah blah

to

Blah Blah Blah Blah
Blah Blah Blah

Wait, mods work but mids don't? Aren't they almost the same thing?



UNRELATED: Is it possible to write text, use some other command, then write more text in the same box? I don't think so, but it's pretty easy to add a new command, say putting {addon} or something to the second part of the text.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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AH, you're correct MrCHeeze. I didn't parse the "not" in the request. To disable autoformatting, just add this line to the top of intro.txt:

set _textbox_wrap 0

In beta11, instead of having to choose the mode yourself, it is going to wrap any text that doesn't contain a {n} code (and wrap based on word rather than letter). If you still want to change how text works, you will be able to modify the default text macro.

Mod files and midi files are similar. However, mod files contain song data AND sample data, whereas midi files only have song data (and the format isn't the same either). To play a midi file needs access to a synthesizer that can turn an instrument note request into an actual sound. (Either a real hardware synthesizer that the computer pipes the midi command to, or a software emulation synthesizer).

Midi files actually work too, at least on windows. If it is using the midi synthesizer in windows, then there may be trouble on other platforms, if the library I'm using comes with a synth than it should work anywhere. I'll have to test on other platforms to be sure.

So here's the lowdown:

.ogg - always works

.xm - works
.mod - works
.it - works
.s3m - works
other mod files may also work

.mp3 - may depend on the system or the individual files, sometimes works and sometimes don't
.mid - might be windows only, might work everywhere

I'll do some more testing when I get a chance, and be sure to include an even more detailed list in the documentation.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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Mid works now? News to me, I need to try it.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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It's not really a "now", it just happened to work for me now when I tried it. The formats are basically whatever SDL_mixer supports, but I never tested everything, and certain files gave trouble. I only would say I support whatever files I knew to work. The formats supported by all versions of PyWright are identical, it's just not clear exactly what works and what doesn't (especially with mp3).
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Here is a preview of beta 11 as it currently exists:

Image

The ds skin in the background is just another sprite, like the rhea character, the background of the scene, or the soon to be arrow button. If you don't want the ds skin, you can remove it, put a different skin in, whatever. This isn't the final skin either, I just added it in 10 minutes to see what it would look like. The release will probably have a few different default skins/layouts to choose from.

Interface elements etc are unfinished, I will polish things as soon as all of the elements fit together.

Todo is still working on the core. There are still missing things with text, no sound and music, character animations that load incorrectly, and the event system is missing many forms of events that are planned. I may stick to mouse events only for first release and add more later (mouse events are all that current games essentially need).

Building the rest of the game interfaces is the easiest part of the whole process. Things like the investigation menu only took me a few minutes to add, cross examination etc are tougher. Harder than writing them is testing them. By my estimation 2/3 of all of the code so far is testing code... Seems a bit extreme, but that's how it ended up.

Much done, much left to do. I'm a busy bee.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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Let's see...

-textbox STILL needs to be resized vertically
-nametag font is wrong or too big or something
-BOTH little arrow thingies aren't there, though I'm sure you know that
-also obvious is the lack of bg beneath the button, but what you might not know is that in the actual games it changes when you pick talk or move.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Like I said in my post, I have been working almost exclusively on the core engine rather than getting the interface right. That comes later.

Yep, I know about the changing backgrounds. There wasn't enough flexibility in beta 10 to really support that, but beta 11 will. You can change the background on the bottom screen whenever you feel like it, and the default interface options will work properly.

It's possible to display text on screen with any font, but currently every time the font changes it has to reload the font, so that's why the test only uses the one font. This should be easy to fix, there are just a lot of little things like that, hehe. Regular ttf fonts are supported, along with the phoenix wright bitmap font. I will probably make another bitmap font format as well to be able to handle unicode fonts for international characters. The system itself supports unicode just fine, but fonts are an issue, because all characters need to be loaded at once, and with unicode there are just too many characters.

I didn't know about the textbox actually, I don't remember anyone mentioning it before, although it did feel squished to me. I think I might have ripped it from a japanese screenshot instead of english, where there are only 2 lines of dialog instead of 3. I'll fix and backport to beta 10 as well, ASAP.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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I hate Klaviema >_>

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Feel free to use these that I took from the AJ demo and recoloured:

Image

I can do more colours too, If you want.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Thanks RJ! Much better than the screenshot which I hastily resized.

10.84 is away, with the resized textbox. Thanks again for pointing that out MrCheeze.
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I hate Klaviema >_>

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You are welcome :D

I can't wait for the next release, I might make a full game with this when I finish my current fangame and this is more complete, but for now, Tinkering is fun :godot:
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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I don't think I actually mentioned it, but I posted that screenshot comparing to the real game.
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Well at least it's fixed now. (It is fixed, right?) Sorry I missed it. I will have egg on my face till the end of time from that, lol.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

first time i used it it worked, but i forgot to download the game...

SWell i did that, and restarted the progrm, but it wont even get a window!
how much time i click on it, it wont begin seeing that image twisting, and then the menu.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

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This applies to computers in general: Don't try to open something again if it won't open, just wait.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

i had waiten a half-hour!!
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Does the log file say anything? I don't really have much info to go on to help you. Do you mean it opens a window and then sits there not doing anything, or that you click and it doesn't open a window at all? I have not seen this issue before.
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 Topic%20Title
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saluk

Comming from Guest, nothing surprises me anymore. I think that he might be missing something very important (as PYWright is plug-play on Windows).
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
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As I already informed saluk. Guest is a troll.
If you put your mind to it, you can accomplish anything!
"(Not)Guilty" for PWLib | Emergency Case Selection Fixes
Case 1-1 for PWLib | Pearl
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LuAA Developer

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Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

DDRKhat wrote:
As I already informed saluk. Guest is a troll.


I doubt that.

A troll would've given up ages ago, plus why would a troll come here? This community is pretty small, and non-reactive.

Image
priceless.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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AIGE/PWLib Casemaker Developer

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Location: Brazil

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Joined: Sun Mar 09, 2008 3:38 am

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Wrong.

We had troll events, so it happens.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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LuAA Developer

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KSA_Tech wrote:
Wrong.

We had troll events, so it happens.


HAH. YOU BROKE THE SILENCE FIRST.

I WIN. :acro:

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priceless.
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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AIGE/PWLib Casemaker Developer

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Location: Brazil

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Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

What?

Win what? I ignore nonsense, not their writers.

Don't go putting useless comments over other topics.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 Topic%20Title
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They don't :c

Gender: Male

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DDRKhat wrote:
As I already informed saluk. Guest is a troll.


He's not a troll.

He's just a clueless mind who is trying to understand where to put the .nds file he wants to edit.
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