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> Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010
drebenk
post Jun 17 2009, 01:58 PM
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@vladislaus hey mate, I was wondering can you add a yellowish-orange slim XP bar under the MP bar? This way it will be easier for people to keep track of their level process. Right now I don't know when I'm near to a level up and I use HP or MP potions to find out that on the next kill I level up and my HP and MP are filled up. I mean a XP bar will help people to not waste their potions since they'll now when they are near a level up.


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Paper PokéMaste...
post Jun 17 2009, 03:07 PM
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Ignore the old problem. This is the problem now. :'(


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buny
post Jun 17 2009, 04:10 PM
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QUOTE (vladislaus @ Jun 18 2009, 12:00 AM) *
buny
QUOTE
2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?


The allies uses heal skill in all members on field, ONLY when them HP is < 25%


can the player that we use can heal other party?
btw what is CTRL use?


QUOTE (wltr3565 @ Jun 18 2009, 12:47 AM) *
Only giving ideas here, but better if available.

Can this battle system using combo attacks? After one attack, we can attack again, almost without any delays! But after some number of combo chain, the combo chain ended and there's a delay to attack again. Not like the old Zelda games that only attacking once without combos. You can use Kingdom Heart's attack or Children of Mana for what I meant.

Thanks for reading (and doing this if available. I haven't found any ABS that allow combo attacks. This ABS has the potential...)


i thinks that great...
but i like if the pless can use more than 1 animation...


QUOTE (vladislaus @ Jun 18 2009, 02:29 AM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!


so we need do download again your demo?
can you just give us the code?


QUOTE (KentaAmon @ Jun 18 2009, 03:54 AM) *
QUOTE (vladislaus @ Jun 17 2009, 12:29 PM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!



THanks buny your Script worked to hide the HUD biggrin.gif

You say fixed so I have to download it agian? =/
And yeah so you mean that when ALL our HPs are 25% or below they use skills to heal us all?

Btw yeah according to a question above that like skills like Dual Attack dont work on the system, will you be implementing that in a later installment or is there a way now? Sorry for the trillion questions but this script is amazing and I can definetley work with it if I know what its fully capable of soon happy.gif


i'll use this script haha~

@Paper PokeMaster
i think you need to check again...are that same with the script that you copy?
have you put input.dll in your game folder?
what script you use?


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Paper PokéMaste...
post Jun 17 2009, 05:12 PM
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I'm using version 7, I have input.dll, and I haven't changed the script.


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buny
post Jun 17 2009, 08:49 PM
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QUOTE (Paper PokéMaster @ Jun 18 2009, 08:12 AM) *
I'm using version 7, I have input.dll, and I haven't changed the script.


have you put the graphic of the HUD?


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The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
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Paper PokéMaste...
post Jun 18 2009, 06:21 AM
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*facepalm* Of course. I miss the most obvious thing. Thanks! happy.gif

EDIT: Umm... That wasn't the problem.
Here's the line that's causing the error.

18 OnOff_Switch = 0 # Switch that show or hide the HUD

With my extremely limited script knowledge, the line looks pretty ok, but there isn't a Switch 0, so I changed it to Switch 1, and the game still crashed with the same error of "Line 18: Syntax Error occurred."

I'm now getting a error with line 31: class Requiem_HUD1 < Window_Base
It's also a Syntax Error.

I really need help. I'm not a scripter, or I would fix it myself.

This post has been edited by Paper PokéMaster: Jun 18 2009, 02:22 PM


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buny
post Jun 18 2009, 10:19 PM
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@Paper Poke Master

to prevent error better just check on the demo..
that are the script same or not...
or may be just copy out the script data in the ABS demo folder..
ok?

if keep repair the result just keeping error~


__________________________







Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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drebenk
post Jun 19 2009, 03:41 AM
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I have a couple of questions.

1. Do I need to set release conditions for states or I only need to set the duration for the stat in the state's notes? And if I have no release conditions and only duration set in the state's notes will this mean that the state will always be released after this duration time?

2. How can I make when a bomb item explodes the explode animation to show on the explosion site. Right now if I select an animation the animation show on the enemies if they are near the explosion site. I want when I put the bomb and when the bomb blows the animation of the explosion to be shown only in the explosion site - meaning the center of the animation is the tile on which I've put the bomb.

3. How can I make a bomb item to explode after more time. Right now I put a bomb item on the ground and it explodes before I can retrieve to a safe distance.

4. Is there a way to say what the range of the explosion is? I mean for skills there is that Area thing but can I make a bomb item and determine the area of the explosion?


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buny
post Jun 19 2009, 05:27 AM
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QUOTE (drebenk @ Jun 19 2009, 06:41 PM) *
I have a couple of questions.

1. Do I need to set release conditions for states or I only need to set the duration for the stat in the state's notes? And if I have no release conditions and only duration set in the state's notes will this mean that the state will always be released after this duration time?

2. How can I make when a bomb item explodes the explode animation to show on the explosion site. Right now if I select an animation the animation show on the enemies if they are near the explosion site. I want when I put the bomb and when the bomb blows the animation of the explosion to be shown only in the explosion site - meaning the center of the animation is the tile on which I've put the bomb.

3. How can I make a bomb item to explode after more time. Right now I put a bomb item on the ground and it explodes before I can retrieve to a safe distance.

4. Is there a way to say what the range of the explosion is? I mean for skills there is that Area thing but can I make a bomb item and determine the area of the explosion?



Answear:

1.i don't know ehat you mean...
but i think in the database in the states just put examples..
Move Slower
Animation = 108
Duration = 300


but that valid for states is
Animation = X (Change X for a animation id of state, default is 0)
Walk Slower (That command says to script, that state makes player or enemy walk slower)
Walk Faster (That command says to script, that state makes player or enemy walk faster)
Don't Walk (That command says to script, that state makes player or enemy don't walk)
Confusion (That command says to script, that state makes player alk randomly)
Duration = X (Change X for duration (in frames) that actor stay infected, default is 300)


the states will release only when the duration end..
if you don't put any duration in the note it will automatic '300'

2. this will use script to do that... but i'll try to fix it... my script skill is dummy~

3.change the delay....
examples
Bomb
Shot SE = Cursor
Delay = 500


4.you can add Area in the note
examples
Area = 100


__________________________







Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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Paper PokéMaste...
post Jun 19 2009, 05:47 AM
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QUOTE (buny @ Jun 19 2009, 01:19 AM) *
@Paper Poke Master

to prevent error better just check on the demo..
that are the script same or not...
or may be just copy out the script data in the ABS demo folder..
ok?

if keep repair the result just keeping error~


I copied it directly from the demo. Even the demo crashes when I try to playtest.
The ABS 6 demo doesn't crash, but I can't edit it to get the script out.

This post has been edited by Paper PokéMaster: Jun 19 2009, 07:15 AM


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vladislaus
post Jun 19 2009, 12:59 PM
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ABS 8 Released!
* All bugs of ABS 7 Fixeds
* Added Game Monster class!

Now enemies are completelly automatically!
Just add monster in a AREA on map:

And them will appear on game like Events configureds with ABS!

Detail: LAG IS MUCH LESS!!!

PS: i hope you like this new version ^^, have fun!
(Download on my spaces)

This post has been edited by vladislaus: Jun 19 2009, 01:01 PM


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drebenk
post Jun 19 2009, 03:48 PM
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@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible too.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the text that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two texts saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible to.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the thext that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two text saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

BTW Vlad thanks for the new version of the system.


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reijubv
post Jun 21 2009, 05:08 AM
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It's been awhile lol
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@vlad
GREAT!!!!!
NOW I REALLY LIKE THIS SCRIPT EVEN MORE!

happy.gif happy.gif happy.gif happy.gif happy.gif


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erthia
post Jun 21 2009, 05:32 AM
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Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.
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vladislaus
post Jun 21 2009, 05:50 AM
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QUOTE (erthia @ Jun 21 2009, 10:32 AM) *
Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.


Ya, i'm working on it. the abs 8 is beta yet ^^


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reijubv
post Jun 21 2009, 05:54 AM
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It's been awhile lol
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@vlad
hey can you make the damage sprite to bounces above event/player's head, instead just flying up like that...?


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erthia
post Jun 21 2009, 07:49 AM
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Just another small problem. Game_Range is missing @destroy = true athe beginning of the hurt_enemy, hurt_hero , etc... definitions. It will cause an error. After placing the commands there it works fine.
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Paper PokéMaste...
post Jun 21 2009, 01:55 PM
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Strange... Everyone is praising all of the less lag and all that. On my game, it's so laggy that it takes 3 seconds for my player dude to take one step. I have like 10 other scripts installed other than the 15 or so for this. Is that why it's so laggy?


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buny
post Jun 22 2009, 04:34 AM
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QUOTE (vladislaus @ Jun 20 2009, 03:59 AM) *
ABS 8 Released!
* All bugs of ABS 7 Fixeds
* Added Game Monster class!

Now enemies are completelly automatically!
Just add monster in a AREA on map:

And them will appear on game like Events configureds with ABS!

Detail: LAG IS MUCH LESS!!!

PS: i hope you like this new version ^^, have fun!
(Download on my spaces)


Thanks Vlad I update my topic with your ABS 8


QUOTE (drebenk @ Jun 20 2009, 06:48 AM) *
@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible too.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the text that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two texts saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

@bunny in the first question I mean the following thing:

When you go to the states tab in the database and click on a state there are the state's settings. In the middle of the screen there are settings which say "Release Conditions". There are two squares "At end of battle" and "By damage". Undre them there are two fields which say "After (field) turns" and "(field) % chance". So what I mean is do I need to put something in this fields or to check the empty boxes for "At end of battle" and "By damage" or I can just put "Duration = number of frames" in the states's notes field and leave the "Release Conditions" settings blank? So if I leave the "Release Conditions" fields blank and put "Duration = number of frames" in the state's notes field will this mean that the state will always be removed after that ammount of frames?

2. I asked about the animation since in the PRABS when you put a bomb on the field and when the bomb explode it shows the animation on the spot at which the bomb was and not on the enemies.

3. When I set the delay to a specific number I'm not able to put another bomb until the last one is detonated. Is there a way to put more bomb items on the map (like in Bomberman games you can put multiple bombs)? In the PRABS that was possible to.

4. The "Area" thing worked now the blast radius is increased.

And one new question.

5. How can I remove the text which say "Items" and "Skills" in the HUD? And also the thext that appear under an icon in the HUD. I'm asking since I use custom graphic for my HUD and I have this text written on that graphic and now I have two text saying the same thing on the HUD.

Also Vlad is it possible to make the display of the items as in the old HUD? What I mean is that in version 7 and 8 of the ABS when I assign an item to button 5 the item shows in slot 4. Then if I assign an item to button 4 the item shows in slot 4 and the item in slot 4 (assignet to button 5) moves to slot 5. In ABS 5 and 6 when you assign an item to a button the item appeared in that specific item slot which is what I need.

BTW Vlad thanks for the new version of the system.


i don't know your question is too many...
LOL
answear
1.ok the states duration only work at the note...
examples Duration = 300

2.i don't know need script fixing...

3.this need script fix too and i can't do any script fixing except in HUD

4.ow that's good

5.just change at the HUD script
and just try to test some thing like to change the text place...
if i not false...
change in
around
line 102 until 138
you can change the x and y that black color..
just try...
don't be afraid to try

i think taht you mean 4 to 5
and 5 to 4...
the icon of skill or item will move as can as small possible that he can put the icon..
so if you just set 2 short cut 1 and 3
the format at map...
1| 3| (blank)

i just change there is no text there...

QUOTE (vladislaus @ Jun 21 2009, 08:50 PM) *
QUOTE (erthia @ Jun 21 2009, 10:32 AM) *
Congradulations, Vlad. This is the best version. The lag problem is fixed, the code is easier to read, and everything is good. There is one problem there is one error in the ally script. When when the ally is dead, other allies will attack him.


Ya, i'm working on it. the abs 8 is beta yet ^^


Great

QUOTE (Paper PokéMaster @ Jun 22 2009, 04:55 AM) *
Strange... Everyone is praising all of the less lag and all that. On my game, it's so laggy that it takes 3 seconds for my player dude to take one step. I have like 10 other scripts installed other than the 15 or so for this. Is that why it's so laggy?


i think its not the problem


__________________________







Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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Paper PokéMaste...
post Jun 22 2009, 06:32 AM
Post #80


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RM Skill: Skilled




I've noticed that my game takes 10-15 seconds to move if there's a moving event on-screen. Otherwise, the game is just slow, taking about 1-2 seconds to move.

I counted all of my scripts, and i have 36 installed, including the ABS scripts. The ones I have besides the ABS8 scripts are:
  • cmpsr2000's Stealth Detection
  • cmpsr2000's Stealth Detection Extras
  • jens009's Enemy HP Bar
  • jens009's Critical Flash
  • OriginalWij's Chest Item Pop up
  • Originalwij's named save games
  • erzengel's More Saves
  • puppeto4's Random Transitions
  • Kylock's Light Effects
  • Kylock's Day/Night System


I'm 87% sure that one of these is conflicting with one of the ABS scripts to make it so laggy.
I really like the ABS, and I don't want to get rid of it. happy.gif"

This post has been edited by Paper PokéMaster: Jun 22 2009, 06:46 AM


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