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> ABS Script, A Vlad Original
meganew2
post Jul 20 2008, 08:17 PM
Post #1


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This isnt my script...
I just translated it a little...
To english..

It wasnt tht much..

#=============================================================================
# Window Hud
#=============================================================================

class Window_Hud < Window_Base
def initialize
super(0,0,128,96)
self.opacity = 0
# self.visible = false
refresh
end
def refresh
self.contents.clear
actor = $game_actors[1]
draw_actor_hp(actor, 0, 0, 96)
draw_actor_mp(actor, 0, 32, 96)
end
def update
# self.visible = true if $game_switches[1] == true # 1=interruptor que activa y desactiva el HUD
refresh
end
end

class Scene_Map
alias hud_main main
alias hud_update update
alias hud_terminate terminate
def main
@hud = Window_Hud.new
hud_main
end
def update
@hud.update
hud_update
end
def terminate
@hud.dispose
end
end
#===================================
# Vlad ABS
#===================================
#--------------------------------------------------------------
# Credits to Vlad
#--------------------------------------------------------------
# To create an enemy, make an event with these annotations:
# Enemy ID - Where ID is the ID number of the enemy in the Database.
# Die X - where X = 1 or 2 (1, erases the event of the enemy,
# 2, passes to the local interrupter A)
# Follow - Makes the event automatically follow the hero.
#--------------------------------------------------------------
# General Configuration
#--------------------------------------------------------------
#--------------------------------------------------------------
# Attack Button, Don't Change: [DEFAULT= A]
Attack_Button = Input::X
#--------------------------------------------------------------
# Ability Button, Don't Change: [DEFAULT= S]
Skill_Button = {Input::Y => 0}
#--------------------------------------------------------------
# LevelUP Animation:
LevelUp_Ani = 40
#--------------------------------------------------------------
# Attack Animation, copy Enemy_atk_ani[2] = 13
# change the 2 to the ID of the enemy, and the 13 to the ID of the animation.
# Example: Enemy_atk_ani[25] = 24
Enemy_atk_ani = {}
Enemy_atk_ani[2] = 13
#--------------------------------------------------------------

#--------------------------------------------------------------
# Game Character
#--------------------------------------------------------------
class Game_Character
attr_accessor :hp
attr_accessor :mp
attr_accessor :damage
attr_accessor :critical
attr_accessor :wait_ataque
attr_accessor :die
alias vlad_abs_gchar_initialize initialize
def initialize
@hp = 0
@mp = 0
@die = 0
$skill_for_use = 0
@wait_ataque = 0
@damage = nil
@critical = false
vlad_abs_gchar_initialize
end
def recebe_atk(attacker)
attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
self.damage = attacker_status.atk - receptor_status.def
self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
self.damage /= 100
self.damage = 0 if self.damage < 0
self.critical = (rand(100) < 4)
self.damage *= 2 if self.critical
if self.is_a?(Game_Player)
$game_actors[1].hp -= self.damage
if $game_actors[1].hp <= 0
$scene = Scene_Gameover.new
end
elsif self.is_a?(Game_Event)
self.hp -= self.damage
if self.hp <= 0
self.animation_id = 88
$game_actors[1].gain_exp(enemy_status.exp, 1)
if @die == 1
self.erase
elsif @die == 2
key = [$game_map.map_id, self.id, "A"]
$game_self_switches[key] = true
end
refresh
end
end
end
def recebe_skl(attacker)
for key in Skill_Button.keys
sklid = Skill_Button[key]
attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
self.damage = $data_skills[sklid].atk_f - receptor_status.def
self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
self.damage /= 100
self.damage = 0 if self.damage < 0
self.critical = (rand(100) < 4)
self.damage *= 2 if self.critical
attacker_status.mp -= $data_skills[sklid].mp_cost
if self.is_a?(Game_Player)
$game_actors[1].hp -= self.damage
$scene = Scene_Gameover.new if $game_actors[1].hp <= 0
elsif self.is_a?(Game_Event)
self.hp -= self.damage
if self.hp <= 0
$game_actors[1].gain_exp(enemy_status.exp, 1)
if @die == 1
self.erase
elsif @die == 2
key = [$game_map.map_id, self.id, "A"]
$game_self_switches[key] = true
end
refresh
end
end
end
end
def follow_hero(dx, dy)
sx = @x - dx
sy = @y - dy
if sx == 0 and sy == 0
return
end
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == 0
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
return
elsif abs_sy == 0
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
return
end
if abs_sx == abs_sy
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
else
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
end
end
def raio(dx, dy)
ax = (@x - dx) ** 2
ay = (@y - dy) ** 2
return Math.sqrt(ax + ay)
end
end

#--------------------------------------------------------------
# Game Event
#--------------------------------------------------------------
class Game_Event < Game_Character
attr_reader :inimigo
attr_reader :enemy_status
alias vlad_abs_gevent_initialize initialize
alias vlad_abs_gevent_update update
alias vlad_abs_gevent_refresh refresh
def initialize(map_id, event)
@inimigo = false
@automove = false
vlad_abs_gevent_initialize(map_id, event)
end
def check_com(comentario)
return false if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].downcase.include?(comentario.downcase)
return true
end
end
end
end
def check_comment(comentario)
com = comentario.downcase
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/
return $1.to_i
end
end
end
return 0
end
def update
vlad_abs_gevent_update
if @inimigo
new_x = (@x + (@direction == 4 ? -1 : @direction == 6 ? 1 : 0))
new_y = (@y + (@direction == 8 ? -1 : @direction == 2 ? 1 : 0))
if self.wait_ataque > 0
self.wait_ataque -= 1
elsif $game_player.x == new_x and $game_player.y == new_y
$game_player.recebe_atk(self)
$game_player.animation_id = self.enemy_atk_animation_id
$game_player.jump(0,0)
self.wait_ataque = 60
end
end
if @automove
unless moving?
self.follow_hero($game_player.x, $game_player.y)
end
end
end
def refresh
vlad_abs_gevent_refresh
@inimigo = false
@enemy_id = check_comment("Enemy")
@automove = true if check_com("Follow") == true
@die = check_comment("Die")
if @enemy_id > 0
@inimigo = true
@enemy_status = Game_Enemy.new(@enemy_id, @enemy_id)
self.hp = @enemy_status.maxhp
self.mp = @enemy_status.maxmp
end
end
def enemy_atk_animation_id
if Enemy_atk_ani[@enemy_id]
return (@enemy_status.nil? ? 0 : Enemy_atk_ani[@enemy_id])
else
return (@enemy_status.nil? ? 0 : 1)
end
end
def Enemy_atk_ani
return Enemy_atk_ani
end
end

#--------------------------------------------------------------
# Game Player
#--------------------------------------------------------------
class Game_Player < Game_Character
alias vlad_abs_gplayer_update update
alias vlad_abs_gplayer_refresh refresh
def update
vlad_abs_gplayer_update
if self.wait_ataque > 0
self.wait_ataque -= 1
end
def refresh
vlad_abs_gplayer_refresh
self.hp = $game_actors[1].hp
self.mp = $game_actors[1].mp
end
if Input.trigger?(Attack_Button) and self.wait_ataque <= 0
new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
for event in $game_map.events.values
if event.inimigo
if event.x == new_x and event.y == new_y
event.recebe_atk(self)
event.animation_id = self.player_atk_animation_id
event.jump(0,0)
self.wait_ataque = 30
break
end
end
end
end
for key in Skill_Button.keys
if Input.trigger?(key) and Skill_Button[key] != nil and Skill_Button[key] != 0 and $game_actors[1].mp >= $data_skills[Skill_Button[key]].mp_cost and self.wait_ataque <= 0
new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
for event in $game_map.events.values
if event.inimigo
if event.x == new_x and event.y == new_y
event.recebe_skl(self)
event.animation_id = self.player_skl_animation_id
event.jump(0,0)
self.wait_ataque = 60
break
end
end
end
end
end
def player_atk_animation_id
return ($game_actors[1].nil? ? 0 : $game_actors[1].atk_animation_id)
end
def player_skl_animation_id
for key in Skill_Button.keys
sklid = Skill_Button[key]
return ($game_actors[1].nil? ? 0 : $data_skills[sklid].animation_id)
end
end
def Attack_Button
return Attack_Button
end
def Skill_Button
return Skill_Button
end
end
end

#--------------------------------------------------------------
# Game Actor
#--------------------------------------------------------------
class Game_Actor
alias vlad_abs_change_exp change_exp
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
show_level_up
end
vlad_abs_change_exp(exp,show)
end
def show_level_up
$game_player.animation_id = LevelUp_Ani
$game_actors[1].hp = $game_actors[1].maxhp
$game_actors[1].mp = $game_actors[1].maxmp
end
def LevelUp_Ani
return LevelUp_Ani
end
end

#--------------------------------------------------------------
# Sprite Base
#--------------------------------------------------------------
class Sprite_Base
alias animation animation_set_sprites
def animation_set_sprites(frame)
cell_data = frame.cell_data
for i in 0..15
sprite = @animation_sprites[i]
next if sprite == nil
pattern = cell_data[i, 0]
if pattern == nil or pattern == -1
sprite.visible = false
next
end
if pattern < 100
sprite.bitmap = @animation_bitmap1
else
sprite.bitmap = @animation_bitmap2
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @animation_mirror
sprite.x = @animation_ox - cell_data[i, 1] / 2
sprite.y = @animation_oy - cell_data[i, 2] / 2
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = @animation_ox + cell_data[i, 1] / 2
sprite.y = @animation_oy + cell_data[i, 2] / 2
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + 300
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 200.0
sprite.zoom_y = cell_data[i, 3] / 200.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
#--------------------------------------------------------------
# Sprite Character
#--------------------------------------------------------------
class Sprite_Character < Sprite_Base
alias vlad_abs_spchar_update update
def initialize(viewport, character = nil)
super(viewport)
@character = character
@balloon_duration = 0
@_damage_duration = 0
update
end
def update
super
if @_damage_duration > 0
@_damage_duration -=1
@_damage_sprite.x = self.x
if @_damage_duration <= 0
dispose_damage
end
end
if @character != nil and @character.damage != nil
damage(@character.damage, @character.critical)
@character.damage = nil
@character.critical = false
end
vlad_abs_spchar_update
end
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Georgia"
bitmap.font.size = 22
bitmap.font.italic = true
if value.is_a?(Numeric) and value <= 0
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 13, 160, 36, "Miss", 1)
bitmap.font.color.set(255, 245, 155)
bitmap.draw_text(0, 12, 160, 36, "Miss", 1)
else
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 13, 160, 36, damage_string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
if critical
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 6, 160, 20, "Critical", 1)
bitmap.font.color.set(255, 245, 155)
bitmap.draw_text(0, 5, 160, 20, "Critical", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2 - 40
@_damage_sprite.z += 99999
@_damage_duration = 30
end
def show_text(string, size=16, color=0)
dispose_damage
damage_string = string
if string.is_a?(Array)
array = true
else
array = false
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Georgia"
bitmap.font.size = size
bitmap.font.italic = true
if array
for i in 0..string.size
next if damage_string[i] == nil
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 0
bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.font.color.set(255, 245, 155) if color == 0
bitmap.font.color.set(144, 199, 150) if color == 1
bitmap.font.color.set(197, 147, 190)if color == 2
bitmap.font.color.set(138, 204, 198)if color == 3
bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
end
else
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 0
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
bitmap.font.color.set(255, 245, 155) if color == 0
bitmap.font.color.set(144, 199, 150) if color == 1
bitmap.font.color.set(197, 147, 190)if color == 2
bitmap.font.color.set(138, 204, 198)if color == 3
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 30
end
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.dispose
@_damage_sprite = nil
end
end
end

#--------------------------------------------------------------
# Window Skill
#--------------------------------------------------------------
class Scene_Skill
alias vlad_abs_sskill_initialize initialize
alias vlad_abs_sskill_update update
def initialize(actor_index = 0, equip_index = 0)
@memory = Window_Command.new(150, ["Memorize"])
@memory.active = false
@memory.visible = false
@memory.x = (544 - @memory.width) / 2
@memory.y = (416 - @memory.height) / 2
@memory.z = 1500
vlad_abs_sskill_initialize
end
def update
update_skill
@memory.update if @memory.active
return update_memory if @memory.active
vlad_abs_sskill_update
end
def update_skill
for key in Skill_Button.keys
if Input.trigger?(key)
Sound.play_decision
Skill_Button[key] = @skill_window.skill.id
@memory.active = @memory.visible = true
@skill_window.active = false
end
end
end
def update_memory
if Input.trigger?(Input::C)
Sound.play_decision
@memory.active = @memory.visible = false
@skill_window.active = true
end
end
def Skill_Button
return Skill_Button
end
end

#--------------------------------------------------------------
# FINISH
#--------------------------------------------------------------


Ok..
There it is!!!

Credit Vlad for script..
And me for Translation..
And my old friend BLUE FIRE GAMES
smile.gif

Oh yea
..
To make it able for enemy to attack...
Call Event
CODE
Enemy 5
Die 1
Follow


Thats Just a detail show...
The higher the enemy number the stronger the opponent...
A button to attack..
U dnt have to put follow...
That just makes it able so the enemy follows you..
Dnt change Die 1...
You can change to die 2...
Does different Things...
Dnt Ever Remove ENEMY
Or they wont battle at all...

HAVE FUN!!
Also Put over main...
Materials Section







This post has been edited by meganew2: Jul 20 2008, 08:18 PM


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Netto
post Jul 20 2008, 08:19 PM
Post #2


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Has already been posted, and besides those are 2 different scripts put together not 1.
Look around before posting, also you don't call script, just comment.


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meganew2
post Jul 20 2008, 08:19 PM
Post #3


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QUOTE (Netto @ Jul 20 2008, 08:41 PM) *
Has already been posted, and besides those are 2 different scripts put together not 1.



Didnt Relize
ohmy.gif


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blakerowe
post Jul 26 2008, 11:32 AM
Post #4


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Could someone add somthing like. once you do atk then it follows.

EXp/ a monsterr is gust walking around you tk it then it atks you. and if you run it follows


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Netto
post Jul 26 2008, 11:54 AM
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QUOTE (blakerowe @ Jul 26 2008, 11:54 AM) *
Could someone add somthing like. once you do atk then it follows.

EXp/ a monsterr is gust walking around you tk it then it atks you. and if you run it follows

Its Vlad's script, we can't modify it without his permission, you would have to request it from him, most likely in Portuguese.


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Ratty524
post Jul 26 2008, 01:58 PM
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Vlad already made an ABS for VX?


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Click here for other crap

QUOTE (gamezerstudios @ Jan 18 2010, 03:29 AM) *
i don't like blogs last time i got one my desktop blew up!

ROFL!!

Dragons and Eggs! Please click :3

Weird Dragon is weird.Pretty Dragon is pretty.
Midjet Dragon is a midget.Cool Dragon is cool.
Awesome Dragon is AWESOMEOkay Dragon is... Meh
UGLY DRAGON IS UGLY! >_<... Ok seriously WTF!?
Another Pretty DragonPrettier Dragon
WOAH BADASS!Woah... Same as before. >_>
Ooh it's a godly looking dragon!Ooh, it's a dragon prettier than the other two!
... Okay seriously what the hell is this thing?


thank you Holder for the card!


Feast your eyes on the failure!


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blakerowe
post Jul 27 2008, 11:44 AM
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QUOTE (Netto @ Jul 26 2008, 11:16 AM) *
QUOTE (blakerowe @ Jul 26 2008, 11:54 AM) *
Could someone add somthing like. once you do atk then it follows.

EXp/ a monsterr is gust walking around you tk it then it atks you. and if you run it follows

Its Vlad's script, we can't modify it without his permission, you would have to request it from him, most likely in Portuguese.

Thank you i geuss i'll give him a shout out


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Netto
post Jul 27 2008, 12:09 PM
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QUOTE (Ratty524 @ Jul 26 2008, 02:20 PM) *
Vlad already made an ABS for VX?

This was a while ago =/ I think about 2-3 months have passed since it was public.


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dragndude9
post Jul 28 2008, 05:59 PM
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I tried this but there are certain things I don't know if they are possible or not.

First, Is there a way to set a variable to change when you kill something, so you can't leave certain areas without killing all the enemies.

Also, I wanted to make boss battles, where the boss can have certain moves he will make randomly, like maybe an attack, then a beam, then two attacks, then a fireball, then an attack, etc.

If I find a script like that, it would be awesome!


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Netto
post Jul 28 2008, 08:21 PM
Post #10


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QUOTE (dragndude9 @ Jul 28 2008, 06:21 PM) *
I tried this but there are certain things I don't know if they are possible or not.

First, Is there a way to set a variable to change when you kill something, so you can't leave certain areas without killing all the enemies.

Also, I wanted to make boss battles, where the boss can have certain moves he will make randomly, like maybe an attack, then a beam, then two attacks, then a fireball, then an attack, etc.

If I find a script like that, it would be awesome!

The features are in the newer version in the other Crissaegrim ABS topic in this forum, please visit that one rather than this "reposted" one of the old version.
I think this topic should be locked/deleted.


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omegazion
post Jul 29 2008, 01:45 AM
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This isn't vlad's most recent ABS script. the new one had 4 parts. i think its named crissaegrim abs v1.5


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meganew2
post Aug 5 2008, 12:10 PM
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QUOTE (omegazion @ Jul 29 2008, 01:07 AM) *
This isn't vlad's most recent ABS script. the new one had 4 parts. i think its named crissaegrim abs v1.5


I wanna download it..
Wheres link?


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Netto
post Aug 5 2008, 02:30 PM
Post #13


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QUOTE (meganew2 @ Aug 5 2008, 12:32 PM) *
QUOTE (omegazion @ Jul 29 2008, 01:07 AM) *
This isn't vlad's most recent ABS script. the new one had 4 parts. i think its named crissaegrim abs v1.5


I wanna download it..
Wheres link?

Look for the other Crissaegrim ABS topic, it has the links in there.


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Current Project[RC]: Twilight Realm 3DMMORPG w/dx9, and char creation through mysql after I get a server, now C++ scripting
Current Project[VX]: Obsidian Trilogy just started 08/12/2008
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meganew2
post Aug 5 2008, 06:51 PM
Post #14


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Type: Artist
RM Skill: Advanced




QUOTE (Netto @ Aug 5 2008, 01:52 PM) *
QUOTE (meganew2 @ Aug 5 2008, 12:32 PM) *
QUOTE (omegazion @ Jul 29 2008, 01:07 AM) *
This isn't vlad's most recent ABS script. the new one had 4 parts. i think its named crissaegrim abs v1.5


I wanna download it..
Wheres link?

Look for the other Crissaegrim ABS topic, it has the links in there.


Link to Forum?


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Netto
post Aug 5 2008, 07:57 PM
Post #15


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QUOTE (meganew2 @ Aug 5 2008, 07:13 PM) *
QUOTE (Netto @ Aug 5 2008, 01:52 PM) *
QUOTE (meganew2 @ Aug 5 2008, 12:32 PM) *
QUOTE (omegazion @ Jul 29 2008, 01:07 AM) *
This isn't vlad's most recent ABS script. the new one had 4 parts. i think its named crissaegrim abs v1.5


I wanna download it..
Wheres link?

Look for the other Crissaegrim ABS topic, it has the links in there.


Link to Forum?

Use Search.


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Current Project[RC]: Twilight Realm 3DMMORPG w/dx9, and char creation through mysql after I get a server, now C++ scripting
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