Chain Commands-Move Cost

Bartman901

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Hello, I just started to use MOG Chain Commnads today. Everything works fine but when I fail chain command it's just reset my move expect bypassing it or just taking mp/tp cost. (I would like the second option) Do you know how could I change that? There is link to the page of the script https://atelierrgss.wordpress.com/rgss3-blitz-commands/ And there is that script:
Code:
#==============================================================================
# +++ MOG - Blitz Commands (v1.6) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Permite ativar ações através de sequência de comandos.
#==============================================================================
# UTILIZAÇÃO
#==============================================================================
# No banco de dados de habilidades ou itens, coloque o seguinte comentário na
# caixa de notas.
#
# <Blitz Command>
#
# * Lembre-se de definir a sequência de botões no editor de script antes de
# usar a habilidade
#
# Para definir uma velocidade especifica na sequência de botões use o cometário
# abaixo.
#
# <Blitz Speed = X>
#
#==============================================================================
# Arquivos necessários. Graphics/System/
#==============================================================================
#
# Blitz_Background.png
# Blitz_Flash.png
# Blitz_Layout.png
# Blitz_Meter.png
# Chain_Command.png
#
#==============================================================================
# Histórico
#==============================================================================
# v1.6 - Melhoria na codificação.
#==============================================================================

$imported = {} if $imported.nil?
$imported[:mog_blitz_commands] = true

module MOG_BLITZ_COMMANDS
  #Definição do tempo para inserir os comandos. (tempo X quantidade de comandos)
  DEFAULT_INPUT_DURATION = 30
 #==============================================================================
 # BLITZ_INPUT = { SKILL_ID => [COMMAND] }
 #
 # SKILL_ID = ID da habilidade no banco de dados.
 # COMMANDS = Defina aqui a sequência de botões.
 #            (Para fazer a sequência use os comandos abaixo)  
 #
 # "Down" ,"Up" ,"Left" ,"Right" ,"Shift" ,"D" ,"S" ,"A" ,"Z" ,"X" ,"Q" ,"W"
 #
 # Exemplo de utilização
 #
 # BLITZ_INPUT = {
 # 25=>["Down","D","S","Right"],
 # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
 # 80=>["Shift","D"]
 # }  
 #==============================================================================
  BLITZ_INPUT = {
   133=>["Left","Up","Left","Left","Z","Left"],
   138=>["X","X","X","Left","Z"],
   178=>["Right","Left","Z","Z","X"],
   190=>["Left","Left","X","Right","X"],
   207=>["Left","Right","Up","Up","Z"],
   208=>["Left","Right","Up","Up","Z"],
   209=>["Left","Right","Up","Up","Z"],
   210=>["Left","Right","Up","Up","Z"],
   165=>["X","Left","Left","Z","X","Left","Z"],
   178=>["Z","Right","Left","Z","X"],
   86=>["A","A","Right","Left","Z","X"],
   149=>["Right","Left","Left","Right","A","A","X"],
   144=>["Z","Z","Left","X","X"],
   250=>["Right","Left","Right","Q","Z","Z","D","X","Right","Left"],
   500=>["X","Right","Left","Z","Z"],
   750=>["Down","Right","Down","Right","A"],
   999=>["Left","Right","Left","Right","Left","Right","Q","Z","Up","A","S",
        "Down","D","Z","Right","Up","Up","Z","W","Left","Down","D","A","W"]
 }
 #Ativar animação da imagem de fundo.
 BACKGROUND_ENABLE = false
 #Velocidade de deslize da imagem de fundo.
 BACKGROUND_SCROLL_SPEED = [30,0]
 #Posição do layout.
 BLITZ_POSITION = [0,0]
 #Posição do botão.
 BUTTON_POSITION = [265,170]
 #Posição do medidor de tempo.
 METER_POSITION = [63,249]
 #Posição do sprite Flash.
 FLASH_POSITION = [0,146]
 #Posição do ícone.
 ICON_POSITION = [0,0]
 #Posição do nome da skill
 SKILL_NAME_POSITION = [180,140]
 #Definição das palavras usadas no sistema blitz.
 BLITZ_WORDS = ["Źle!", "Po czasie!", "Sukces!"]
 #Configuração da fonte.
 FONT_SIZE = 22
 FONT_COLOR = Color.new(255,255,255)
 #Prioridade dos sprites.
 BLITZ_Z = 10500
 #Som ao acertar.
 RIGHT_SE = "Chime1"
 #Som ao errar.
 WRONG_SE = "Buzzer1"
 #Definição do som ao ativar o sistema.
 BLITZ_START_SE = "Saint9"
end

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
  attr_accessor :blitz_commands
  attr_accessor :blitz_commands_phase
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  alias mog_blits_commands_initialize initialize
  def initialize
      @blitz_commands = [false,0] ; @blitz_commands_phase = false
      mog_blits_commands_initialize
  end
 
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # ● Use Item
  #--------------------------------------------------------------------------
  alias mog_blitz_commands_use_item use_item
  def use_item
      if can_execute_blitz_input?
         blitz_before_action
         execute_blitz_input
         blitz_after_action
         unless $game_temp.blitz_commands[1] == nil
             return if !$game_temp.blitz_commands[0]
         end
      end
      mog_blitz_commands_use_item    
  end
 
  #--------------------------------------------------------------------------
  # ● Blitz Before Action
  #--------------------------------------------------------------------------
  def blitz_before_action
      record_window_data if $imported[:mog_atb_system]
      if $imported[:mog_menu_cursor]  
         @chain_curor_x = $game_temp.menu_cursor[2]
         $game_temp.menu_cursor[2] = -999
         force_cursor_visible(false)
      end            
  end    
 
  #--------------------------------------------------------------------------
  # ● Blitz After ACtion
  #--------------------------------------------------------------------------
  def blitz_after_action
      restore_window_data if $imported[:mog_atb_system]
      if $imported[:mog_menu_cursor] and @chain_curor_x != nil
         $game_temp.menu_cursor[2] = @chain_curor_x
      end
  end  
 
  #--------------------------------------------------------------------------
  # ● Can Execute Blitz Input
  #--------------------------------------------------------------------------  
  def can_execute_blitz_input?
      return false if !@subject.is_a?(Game_Actor)
      return false if @subject.restriction != 0
      return true
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Blitz Input
  #--------------------------------------------------------------------------  
  def execute_blitz_input
      $game_temp.blitz_commands[0] = false
      action_id = @subject.current_action.item.note =~ /<Blitz Command>/ ? @subject.current_action.item.id : nil
      $game_temp.blitz_commands[1] = action_id
      return if action_id == nil
      blitz_command_sequence = MOG_BLITZ_COMMANDS::BLITZ_INPUT[action_id]
      if $imported[:mog_menu_cursor]  
         valor_x = $game_temp.menu_cursor[2] ; $game_temp.menu_cursor[2] = -999
         force_cursor_visible(false)
      end    
      if blitz_command_sequence != nil
         blitz_sq = Blitz_Commands.new(blitz_command_sequence, @subject ,action_id)
         loop do
              $game_temp.blitz_commands_phase = true
              (blitz_sq.update ; Input.update) unless @spriteset.animation?
              @spriteset.update ; Graphics.update ; update_info_viewport
              break if blitz_sq.phase == 9
         end
         blitz_sq.dispose
      end      
      $game_temp.menu_cursor[2] = valor_x if $imported[:mog_menu_cursor]
      $game_temp.blitz_commands_phase = false
  end
 
end

#==============================================================================
# Game Temp
#==============================================================================
class Game_Temp
 
  attr_accessor :cache_blitz_command
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_blitz_command_initialize initialize  
  def initialize
      mog_blitz_command_initialize
      cache_blt_cmd
  end
 
  #--------------------------------------------------------------------------
  # ● Cache Blt Cmd
  #--------------------------------------------------------------------------
  def cache_blt_cmd
      @cache_blitz_command = []
      @cache_blitz_command.push(Cache.system("Blitz_Background"))
      @cache_blitz_command.push(Cache.system("IconSet"))
      @cache_blitz_command.push(Cache.system("Blitz_Flash"))
      @cache_blitz_command.push(Cache.system("Blitz_Meter"))
      @cache_blitz_command.push(Cache.system("Blitz_Layout"))
      @cache_blitz_command.push(Cache.system("Chain_Battle_Command"))
  end
 
end


#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------  
  alias mog_blitz_commands_initialize initialize
  def initialize
      $game_temp.cache_blt_cmd
      mog_blitz_commands_initialize    
  end
end
#==============================================================================
# Blitz Commands
#==============================================================================
class Blitz_Commands
  include MOG_BLITZ_COMMANDS
  attr_accessor :phase
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  def initialize(sequence, subject,action_id)
      @phase = 0 ; @actor = subject ; @skill = $data_skills[action_id]
      @skillname = @skill.name ; @action_id = action_id
      @chain_command = sequence ; @end = false
      duration = @skill.note =~ /<Blitz Speed = (\d+)>/i ? $1.to_i : DEFAULT_INPUT_DURATION
      @timer_max = duration * @chain_command.size ; @timer_max = 1 if @timer_max < 1
      @timer = @timer_max ; @com = 0 ; @com_index = 0 ; @new_x = 0
      Audio.se_play("Audio/SE/" + BLITZ_START_SE, 100, 100) rescue nil
      create_sprites
  end

  #--------------------------------------------------------------------------
  # ● Create Sprites
  #--------------------------------------------------------------------------      
  def create_sprites
      create_background ; create_layout ; create_buttons ; create_meter
      create_flash ; create_skill_name ; create_icon    
  end
 
  #--------------------------------------------------------------------------
  # ● Create Background
  #--------------------------------------------------------------------------      
  def create_background
      @background = Plane.new ; @background.opacity = 0
      @background.bitmap = $game_temp.cache_blitz_command[0]
      @background.z = BLITZ_Z ; @background.visible = BACKGROUND_ENABLE
  end
 
  #--------------------------------------------------------------------------
  # ● Create Icon
  #--------------------------------------------------------------------------    
  def create_icon
      @icon_image = $game_temp.cache_blitz_command[1]
      @icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24)
      @icon_sprite.z = BLITZ_Z + 3
      @org_x2 = 80 + ICON_POSITION[0] - @center + SKILL_NAME_POSITION[0]
      @icon_sprite.x = @org_x2 ; @icon_sprite.opacity = 0
      @icon_sprite.y = ICON_POSITION[1] + SKILL_NAME_POSITION[1]    
      icon_rect = Rect.new(@skill.icon_index % 16 * 24, @skill.icon_index / 16 * 24, 24, 24)
      @icon_sprite.bitmap.blt(0,0, @icon_image, icon_rect)
  end
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  def create_skill_name
      @skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32)
      @skill_name.bitmap.font.size = FONT_SIZE
      @skill_name.z = BLITZ_Z + 3 ; @skill_name.y = SKILL_NAME_POSITION[1]
      @skill_name.opacity = 0 ; refresh_skill_name
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Skill Name
  #--------------------------------------------------------------------------      
  def refresh_skill_name
      cm = @skillname.to_s.split(//).size
      @center = ((200 / @skill_name.bitmap.font.size) * cm / 2) + 5
      @org_x = SKILL_NAME_POSITION[0] ; @skill_name.x = @org_x
      @skill_name.bitmap.font.color = Color.new(0,0,0)
      @skill_name.bitmap.draw_text(1,1,200,32,@skillname.to_s,1)
      @skill_name.bitmap.font.color = FONT_COLOR
      @skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1)
  end
 
  #--------------------------------------------------------------------------
  # ● Create Flash
  #--------------------------------------------------------------------------        
  def create_flash
      @flash_type = 0 ; @flash_image = $game_temp.cache_blitz_command[2]
      @flash_cw = @flash_image.width ; @flash_ch = @flash_image.height / 2
      @flash = Sprite.new ; @flash.bitmap = Bitmap.new(@flash_cw,@flash_ch)
      @flash.x = FLASH_POSITION[0] ; @flash.y = FLASH_POSITION[1]
      @flash.z = BLITZ_Z + 2 ; @flash.opacity = 0 ; @flash.blend_type = 1
      refresh_flash
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Flash
  #--------------------------------------------------------------------------          
  def refresh_flash
      @flash.bitmap.clear
      f_scr = Rect.new(0,@flash_type * @flash_ch,@flash_cw,@flash_ch)
      @flash.bitmap.blt(0,0,@flash_image,f_scr)
  end

  #--------------------------------------------------------------------------
  # ● Create Meter
  #--------------------------------------------------------------------------        
  def create_meter
      @meter_image = $game_temp.cache_blitz_command[3]
      @meter_cw = @meter_image.width ; @meter_ch = @meter_image.height
      @meter_sprite = Sprite.new
      @meter_sprite.bitmap = Bitmap.new(@meter_cw,@meter_ch)
      @meter_sprite.x = METER_POSITION[0] ; @meter_sprite.y = METER_POSITION[1]
      @meter_sprite.z = BLITZ_Z + 2 ; @meter_sprite.opacity = 0 ; update_meter
  end
 
  #--------------------------------------------------------------------------
  # ● Update Meter
  #--------------------------------------------------------------------------          
  def update_meter
      return if @meter_sprite == nil
      @meter_sprite.bitmap.clear ; m_width = @meter_cw * @timer / @timer_max
      m_scr = Rect.new(0,0,m_width,@meter_ch)
      @meter_sprite.bitmap.blt(0,0,@meter_image, m_scr)
  end
 
  #--------------------------------------------------------------------------
  # ● Create Layout
  #--------------------------------------------------------------------------        
  def create_layout
      @layout = Sprite.new ; @layout.bitmap = $game_temp.cache_blitz_command[4]
      @layout.x = BLITZ_POSITION[0] ; @layout.y = BLITZ_POSITION[1]
      @layout.z = BLITZ_Z + 1 ; @layout.opacity = 0
  end
 
  #--------------------------------------------------------------------------
  # ● Create Buttons
  #--------------------------------------------------------------------------      
  def create_buttons
     @image = $game_temp.cache_blitz_command[5]
     @image_cw = @image.width / 13 ; @image_ch = @image.height
     @image_cw_max = (@image_cw + 5) * @chain_command.size
     @sprite = Sprite.new ; @sprite.bitmap = Bitmap.new(@image_cw_max,@image_ch * 2)
     if @chain_command.size <= 15
        @sprite.x = (Graphics.width / 2) - ((@image_cw + 5) * @chain_command.size) / 2
        @new_x = 0
     else  
        @sprite.x = (Graphics.width / 2) ; @new_x = @sprite.x
     end  
     @sprite.x = BUTTON_POSITION[0] ; @sprite.y = BUTTON_POSITION[1]
     @sprite.z = BLITZ_Z + 1 ; @sprite.opacity = 0 ; refresh_button
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Button
  #--------------------------------------------------------------------------        
  def refresh_button
      return if @sprite == nil
      @sprite.bitmap.clear
      @chain_command.each_with_index do |i, index|
         command_list_check(i)
         bitmap_src_rect = Rect.new(@com * @image_cw, 0, @image_cw, @image_ch)
         if @com_index == index
            @sprite.bitmap.blt(index * (@image_cw + 5) , 0, @image, bitmap_src_rect)
         else
            @sprite.bitmap.blt(index * (@image_cw + 5) , @image_ch, @image, bitmap_src_rect)
         end    
      end
      @new_x = BUTTON_POSITION[0] - ((@image_cw + 5) * @com_index)
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------      
  def dispose
      dispose_background ; dispose_layout ; dispose_buttons ; dispose_meter
      dispose_flash ; dispose_name ; dispose_icon_sprite    
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Background
  #--------------------------------------------------------------------------        
  def dispose_background
      return if @background == nil
      @background.dispose ; @background = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Icon Sprite
  #--------------------------------------------------------------------------      
  def dispose_icon_sprite
      return if @icon_sprite == nil
      @icon_sprite.bitmap.dispose ; @icon_sprite.dispose ; @icon_sprite = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Name
  #--------------------------------------------------------------------------      
  def dispose_name
      return if @skill_name == nil
      @skill_name.bitmap.dispose ; @skill_name.dispose ; @skill_name = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Flash
  #--------------------------------------------------------------------------          
  def dispose_flash
      return if @flash == nil
      @flash.bitmap.dispose ; @flash.dispose ; @flash = nil
  end  
 
  #--------------------------------------------------------------------------
  # ● Dispose Meter
  #--------------------------------------------------------------------------          
  def dispose_meter
      return if @meter_sprite == nil
      @meter_sprite.bitmap.dispose ; @meter_sprite.dispose ; @meter_sprite = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Buttons
  #--------------------------------------------------------------------------        
  def dispose_buttons
      return if @sprite == nil
      @sprite.bitmap.dispose ; @sprite.dispose ; @sprite = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Layout
  #--------------------------------------------------------------------------          
  def dispose_layout
      return if @layout == nil
      @layout.dispose ; @layout = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------      
  def update
      if @end and @sprite.x == @new_x
         update_flash ; update_background ; update_end
         return
      end
      update_background ; update_timer ; update_command ; update_slide_command
      update_meter ; update_flash ; update_opacity
  end
 
  #--------------------------------------------------------------------------
  # ● Update Opacity
  #--------------------------------------------------------------------------        
  def update_opacity
      return if @sprite.opacity == nil
      @sprite.opacity += 10 ; @layout.opacity += 10
      @meter_sprite.opacity += 10 ; @skill_name.opacity += 10
      @background.opacity += 10 ; @icon_sprite.opacity += 10  
  end
   
  #--------------------------------------------------------------------------
  # ● Update End
  #--------------------------------------------------------------------------        
  def update_end
      fs = 6 ; @icon_sprite.opacity -= fs ; @background.opacity -= fs
      @skill_name.opacity -= fs ; @sprite.opacity -= fs ; @layout.opacity -= fs
      @meter_sprite.opacity -= fs ; @phase = 9 if @background.opacity == 0
  end
 
  #--------------------------------------------------------------------------
  # ● Update Background
  #--------------------------------------------------------------------------        
  def update_background
      return if @background == nil
      @background.ox += BACKGROUND_SCROLL_SPEED[0]
      @background.oy += BACKGROUND_SCROLL_SPEED[1]
  end  
 
  #--------------------------------------------------------------------------
  # ● Update Flash
  #--------------------------------------------------------------------------            
  def update_flash
      return if @flash == nil or @flash.opacity == 0
      @flash.opacity -= 10
  end
 
  #--------------------------------------------------------------------------
  # ● Update Timer
  #--------------------------------------------------------------------------        
  def update_timer
      return if @timer == 0
      @timer -= 1 ; wrong_command(1) if @timer == 0
  end
 
  #--------------------------------------------------------------------------
  # ● Update Slide Command
  #--------------------------------------------------------------------------        
  def update_slide_command
      return if @sprite == nil or @sprite.x == @new_x
      slide_speed = 5 + ((@sprite.x - @new_x).abs / 5)    
      @sprite.x -= slide_speed ; @sprite.x = @new_x if @sprite.x < @new_x
  end
 
end

#==============================================================================
# Blitz Commands
#==============================================================================
class Blitz_Commands
 
 #--------------------------------------------------------------------------
 # ● Update Command
 #--------------------------------------------------------------------------      
 def update_command
     return if @end
     if Input.trigger?(Input::X) ; check_command(0)
     elsif Input.trigger?(:Z) ; check_command(1)
     elsif Input.trigger?(:Y) ; check_command(2)
     elsif Input.trigger?(:A) ; check_command(3)
     elsif Input.trigger?(:C) ; check_command(4)
     elsif Input.trigger?(:B) ; check_command(5)
     elsif Input.trigger?(:L) ; check_command(6)
     elsif Input.trigger?(:R) ; check_command(7)      
     elsif Input.trigger?(:RIGHT) ; check_command(8)
     elsif Input.trigger?(:LEFT) ; check_command(9)
     elsif Input.trigger?(:DOWN) ; check_command(10)
     elsif Input.trigger?(:UP) ; check_command(11)
     end  
 end
 
 #--------------------------------------------------------------------------
 # ● command_list_check
 #--------------------------------------------------------------------------      
 def command_list_check(command)
     case command
         when "A" ; @com = 0
         when "D" ; @com = 1
         when "S" ; @com = 2
         when "Shift" ; @com = 3
         when "Z" ; @com = 4
         when "X" ; @com = 5
         when "Q" ; @com = 6
         when "W" ; @com = 7          
         when "Right" ; @com = 8
         when "Left" ; @com = 9
         when "Down" ; @com = 10
         when "Up" ; @com = 11
         else ; @com = 12          
     end
 end  
 
 #--------------------------------------------------------------------------
 # ● check_command
 #--------------------------------------------------------------------------          
 def check_command(com)
     if com != -1
        right_input = false
        @chain_command.each_with_index do |i, index|
        if index == @com_index
           command_list_check(i) ; right_input = true if @com == com
        end end
     else
       command_list_check(@com_index) ; right_input = true
     end
     if right_input
        next_command
     else
        wrong_command(0)
     end
 end
 
 #--------------------------------------------------------------------------
 # ● Next Command
 #--------------------------------------------------------------------------          
 def next_command  
     @flash.opacity = 255 ; @flash_type = 0 ; @com_index += 1  
     Audio.se_play("Audio/SE/" + RIGHT_SE, 100, 100)
     refresh_button ; refresh_flash
     if @com_index == @chain_command.size
        @end = true ; @skill_name.bitmap.clear
        @skill_name.bitmap.draw_text(0,0,200,32,BLITZ_WORDS[2].to_s,1)
        @icon_sprite.visible = false ; $game_temp.blitz_commands[0] = true
     end
 end    
 
 #--------------------------------------------------------------------------
 # ● wrong_command
 #--------------------------------------------------------------------------            
 def wrong_command(type)
     Audio.se_play("Audio/SE/" + WRONG_SE, 100, 100) ; @flash.opacity = 255
     @flash_type = 1 ;@skill_name.bitmap.clear ; @end = true
     wname = type == 0 ? BLITZ_WORDS[0] : BLITZ_WORDS[1]
     $game_temp.blitz_commands[0] = false
     @skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1)
     @icon_sprite.visible = false ; refresh_flash
 end
 
end
 
Last edited:

Kes

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@Bartman901 We prefer it if you provide a link to the web page where you got the the script rather than copy/paste it here. That is because the web page itself may contain useful information/description/discussion and also because many coders ask that their work not be reposted. I think Moghunter is one such.

Please edit your post to remove the script and put in the link.
Thanks.
 

Bartman901

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@Bartman901 We prefer it if you provide a link to the web page where you got the the script rather than copy/paste it here. That is because the web page itself may contain useful information/description/discussion and also because many coders ask that their work not be reposted. I think Moghunter is one such.

Please edit your post to remove the script and put in the link.
Thanks.
Problem is that page don't have link to raw script but to demo. I gave a link to the page of that script Should I still remove that script?
 

Kes

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Ah, I see your difficulty. In that case, I suppose there's not much choice.
 

Bartman901

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