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> Rei Limited Vision, Another simple script to limit visibility of player
reijubv
post Jun 12 2009, 09:50 PM
Post #1


It's been awhile lol
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Rei Limited Vision
v.1.2 (June 21th 2009)
by reijubv

This script can be evented, but I'm too lazy for that, so I made this script.
It'll limit player's visibility using a picture, the range of player's visibility can be modified easily,
when player is dashing, visibility will be reduced, and with a flashlight button, visibility can be increased (will looks better with Player Plus script), even if you use KTS, visibility range will be adjusted depends on the time phase.

Now you can also use as many picture as you want, or even changing it's tone color, so you don't need to create a many same pictures with different colors.


Changelog:
CODE
  V.1.0 (12-06-09) = Initial release
   V.1.1 (15-06-09) = > Fixed a bug that this script can't be turned off....
                      > Deleted some unused lines in the script
                      > Can use as many visibility picture that can be changed
                        easily
                      > Can change color tone of the picture
  V.1.2 (21-06-09) = > Now visibility range can be affected by a party member's
                         states
                       > Compatible with KGC's DayNight


Demo :
I REALLY SUGGEST YOU TO DOWNLOAD THE DEMO!!
http://www.mediafire.com/?jnmmyxuzanl 612.91kb OLD!
http://www.mediafire.com/?nlencofkz31 627.84Kb NEW!



See this screenshot too :
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Download script here :

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CODE
#===============================================================================
# † [VX] † Rei Limited Vision † â€
# † Limit player's visibility with a picture â€
#-------------------------------------------------------------------------------
# † by reijubv [aruyasoft@comic.com]
# † Rpgrevolution.com
# † Released on: 12/06/2009
# † Version: 1.2 (June 21th 2009)
#-------------------------------------------------------------------------------
# > Changelog:
#   V.1.0 (12-06-09) = Initial release
#   V.1.1 (15-06-09) = > Fixed a bug that this script can't be turned off....
#                      > Deleted some unused lines in the script
#                      > Can use as many visibility picture that can be changed
#                        easily
#                      > Can change color tone of the picture
#   V.1.2 (21-06-09) = > Now visibility range can be affected by a party member's
#                        states
#                      > Compatible with KGC's DayNight
#-------------------------------------------------------------------------------
# This script can limit player's visibility range using a picture, when player
# is running around, this range will be reduced, and with KTS, player can have
# different visibility range depends on the time phase.
# Even that this kind of script can be easily evented, this script won't give you
# any lag problems (hopefully) like using parallel processes...
#-------------------------------------------------------------------------------
# You might really need a VERY LARGE picture for the visibility!
# About 2000x2000 pixels or more might needed (if you reduce visibility range
# a lot)
# This demo uses 2048x2048 pixels.
# Sorry for the bad samples ^^;
#-------------------------------------------------------------------------------
# How to use :
# Turn on the switches defined below, setup the variables, test the game.
#-------------------------------------------------------------------------------
# To make a state that affect your visibility range, simply write this line
# in state's note box :
# %mod (num)
# Change (num) with a number you want to sub/add the visibility range.
# Example :
# %mod -70                    = > Will reduces visibility range by 70%
# %mod 120                    = > Will increases visibility range by 120%
# or see demo's Database on States tab, see Blind and True Sight states...
#-------------------------------------------------------------------------------
# Credits:
# Reijubv
# Thanks to :
# Woratana for his picture under character script
#-------------------------------------------------------------------------------
# Installation:
# Place above Main, setup below..
#===============================================================================

$imported = {} if $imported == nil
$imported["ReiLimitedVision"] = true

#---------------------------------------------------------------------------
# ** Rei Module
#---------------------------------------------------------------------------
module Rei
  module LimitedVision
  TOG = 11   # Switch Id to activate this script
  HFR = 72   # How far is the picture's placement from the player
             # 0 is on the player , negative is behind, positive is in front
  IZX = 130  # Initial horizontal zoom % of the visibility
  IZY = 130  # Initial vertical zoom % of the visibility
  # negative = reduce, positive = add
  RUN = -30  # When player's running, visibility will be added/reduced to this %
  STD = 50   # When player's didn't running, visibility will be added/reduced to
             # this %
  LGT = 15   # Switch Id to activate "player has a flashlight" that can increase
             # or reduce visibility when flashlight is active
  BUT = Input::F5 # Player must press this button to activate the flashlight
  RWL = 20   # When player's running (flashlight on), visibility will be
             # added/reduced to this %
  SWL = 80   # When player's didn't running (flashlight on), visibility will be
             # added/reduced to this %
  DLY = 20   # Delay to change visibility in frames (60frames=1sec)
             # Higher values are smoother, but may looks weird when running..
            
            
  KTS = false # true = Using KTS, false = not using KTS
  KGC = false  # true = Using KGC's DayNight, false = no   (V.1.2)
  
  # Below is only usable if KTS = true or KGC = true
  
  # Above percentage will be added with these..
  
  # -- For Indoor Maps (Maps without [KTS] OR maps WITH [DN_VOID]) --
  INT = -50  # At the night, visibility will be added/reduced to this %
  IMN = 50   # At the morning, visibility will be added/reduced to this %
  IDY = 75   # At the day, visibility will be added/reduced to this %
  IEN = -25  # At the evening, visibility will be added/reduced to this %
  
  # -- For Outdoor Maps (Maps with [KTS] OR maps WITHOUT [DN_VOID] ) --
  ONT = -30  # At the night, visibility will be added/reduced to this %
  OMN = 75   # At the morning, visibility will be added/reduced to this %
  ODY = 100  # At the day, visibility will be added/reduced to this %
  OEN = -10  # At the evening, visibility will be added/reduced to this %
  
  # V.1.1
  #----
  VSP = []      # < Don't edit or remove this
  #----
  
  USV = 1       # Variable Id used to change visibility.
                # To change it, just set variable value to one of the number below

  VSP[0] = "av"  # < Visibility picture no.0
  VSP[1] = "av1" # < Visibility picture no.1
  VSP[2] = "av2" # < Visibility picture no.2
  VSP[3] = "av3" # < Visibility picture no.3
  VSP[4] = "av4" # < Visibility picture no.4
  # Add as many as you want
  
  SET = 1        # Set this switch Id on if you want the visibility picture's
                 # tone to be changed with the one below.
                
  TON = Tone.new(255,255,255,255)
  # To change TON variable in game,
  # use REI::LIMITEDVISION::TON = Tone.new(r,g,b,a)
  # Example : REI::LIMITEDVISION::TON = Tone.new(255,0,0,255)
  # r = red, g = green, b = blue, a = alpha/grey
  end
end

#------------------------------------------------------------------------------
# Module RPG
#------------------------------------------------------------------------------
module RPG
  class State
    def mod_vis
      self.note.each_line {|line|
      return line.gsub!('%mod ', '').chomp.to_i if line.include?('%mod ')
      }
      return 0
    end
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
  # Alias things
  alias reilimitedvisioninit initialize unless method_defined?('reilimitedvisioninit')
  alias reilimitedvisionstart start unless method_defined?('reilimitedvisionstart')
  alias reilimitedvisionupdate update unless method_defined?('reilimitedvisionupdate')
  alias reilimitedvisionterminate terminate unless method_defined?('reilimitedvisionterminate')
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
    $reivisibility_sprite = Game_Picture.new(21)
    reilimitedvisioninit
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    if $game_switches[Rei::LimitedVision::TOG]
      index = $game_variables[Rei::LimitedVision::USV]
      @pic = Rei::LimitedVision::VSP[index]
      $reivisibility_sprite.show(@pic,1,getvis[0],getvis[1],
      Rei::LimitedVision::IZX+Rei::LimitedVision::STD+mod_state_range[0],
      Rei::LimitedVision::IZY+Rei::LimitedVision::STD+mod_state_range[1],255, 0)
      dovisibilitythingy(1)
      @showed = true
    end
    reilimitedvisionstart
  end
  #--------------------------------------------------------------------------
  # * Get modified range by states
  #--------------------------------------------------------------------------
  def mod_state_range
    result = [0,0]
    for actor in $game_party.members
      next if actor.states.empty?
      for state in actor.states
        next if state.nil? or state.mod_vis == 0
        zoomx = state.mod_vis
        zoomy = state.mod_vis
        result = [zoomx,zoomy]
      end
    end
  return result
  end
  #--------------------------------------------------------------------------
  # * Setup visibility coordinate
  #--------------------------------------------------------------------------
  def getvis
    result = []
      case $game_player.direction
      when 2
        x = $game_player.screen_x
        y = $game_player.screen_y + Rei::LimitedVision::HFR
      when 4
        x = $game_player.screen_x - Rei::LimitedVision::HFR
        y = $game_player.screen_y
      when 6
        x = $game_player.screen_x + Rei::LimitedVision::HFR
        y = $game_player.screen_y
      when 8
        x = $game_player.screen_x
        y = $game_player.screen_y - Rei::LimitedVision::HFR
      end
    result = [x,y]
    return result
  end
  #--------------------------------------------------------------------------
  # * Setup visibility
  #--------------------------------------------------------------------------
  def dovisibilitythingy(dur = Rei::LimitedVision::DLY)
    zoomx = Rei::LimitedVision::IZX + mod_state_range[0]
    zoomy = Rei::LimitedVision::IZY + mod_state_range[1]
    opa = 255
    if Rei::LimitedVision::KTS == true
      if $kts_map_data[$game_map.map_id].outside_tint?
        zoomx += Rei::LimitedVision::ONT if $game_switches[KTS::NIGHT]
        zoomy += Rei::LimitedVision::ONT if $game_switches[KTS::NIGHT]
        zoomx += Rei::LimitedVision::OMN if $game_switches[KTS::DAWN]
        zoomy += Rei::LimitedVision::OMN if $game_switches[KTS::DAWN]
        zoomx += Rei::LimitedVision::ODY if $game_switches[KTS::DAY]
        zoomy += Rei::LimitedVision::ODY if $game_switches[KTS::DAY]
        zoomx += Rei::LimitedVision::OEN if $game_switches[KTS::SUNSET]
        zoomy += Rei::LimitedVision::OEN if $game_switches[KTS::SUNSET]
      else
        zoomx += Rei::LimitedVision::INT if $game_switches[KTS::NIGHT]
        zoomy += Rei::LimitedVision::INT if $game_switches[KTS::NIGHT]
        zoomx += Rei::LimitedVision::IMN if $game_switches[KTS::DAWN]
        zoomy += Rei::LimitedVision::IMN if $game_switches[KTS::DAWN]
        zoomx += Rei::LimitedVision::IDY if $game_switches[KTS::DAY]
        zoomy += Rei::LimitedVision::IDY if $game_switches[KTS::DAY]
        zoomx += Rei::LimitedVision::IEN if $game_switches[KTS::SUNSET]
        zoomy += Rei::LimitedVision::IEN if $game_switches[KTS::SUNSET]
      end
    elsif Rei::LimitedVision::KGC == true
      if $game_map.daynight_void?
        phase = KGC::DayNight::PHASE_VARIABLE
        zoomx += Rei::LimitedVision::ODY if phase == 0
        zoomy += Rei::LimitedVision::ODY if phase == 0
        zoomx += Rei::LimitedVision::OEN if phase == 1
        zoomy += Rei::LimitedVision::OEN if phase == 1
        zoomx += Rei::LimitedVision::ONT if phase == 2
        zoomy += Rei::LimitedVision::ONT if phase == 2
        zoomx += Rei::LimitedVision::OMN if phase == 3
        zoomy += Rei::LimitedVision::OMN if phase == 3
      else
        phase = KGC::DayNight::PHASE_VARIABLE
        zoomx += Rei::LimitedVision::IDY if phase == 0
        zoomy += Rei::LimitedVision::IDY if phase == 0
        zoomx += Rei::LimitedVision::IEN if phase == 1
        zoomy += Rei::LimitedVision::IEN if phase == 1
        zoomx += Rei::LimitedVision::INT if phase == 2
        zoomy += Rei::LimitedVision::INT if phase == 2
        zoomx += Rei::LimitedVision::IMN if phase == 3
        zoomy += Rei::LimitedVision::IMN if phase == 3
      end
    end
    if $game_player.moving? and $game_player.dash?
      zoomx += Rei::LimitedVision::RUN
      zoomy += Rei::LimitedVision::RUN
    else
      zoomx += Rei::LimitedVision::STD
      zoomy += Rei::LimitedVision::STD
    end
    if Input.press?(Rei::LimitedVision::BUT) and $game_switches[Rei::LimitedVision::LGT]
      if $game_player.moving? and $game_player.dash?
        zoomx += Rei::LimitedVision::RWL
        zoomy += Rei::LimitedVision::RWL
      else
        zoomx += Rei::LimitedVision::SWL
        zoomy += Rei::LimitedVision::SWL
      end
    end
    if $game_switches[Rei::LimitedVision::SET]
      $reivisibility_sprite.start_tone_change(Rei::LimitedVision::TON,0)
    else
      $reivisibility_sprite.start_tone_change(Tone.new(0,0,0,0),0)
    end
    $reivisibility_sprite.move(1, getvis[0], getvis[1], zoomx,zoomy,opa, 0, dur)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    reilimitedvisionupdate
    if $game_switches[Rei::LimitedVision::TOG]
      if @showed == true
        if  @pic != Rei::LimitedVision::VSP[$game_variables[Rei::LimitedVision::USV]]
          @pic = Rei::LimitedVision::VSP[$game_variables[Rei::LimitedVision::USV]]
          @showed = false
        end
        dovisibilitythingy
        $reivisibility_sprite.update
      else
        if  @pic != Rei::LimitedVision::VSP[$game_variables[Rei::LimitedVision::USV]]
          @pic = Rei::LimitedVision::VSP[$game_variables[Rei::LimitedVision::USV]]
        end
        $reivisibility_sprite.show(@pic,1,getvis[0],getvis[1],
        Rei::LimitedVision::IZX+Rei::LimitedVision::STD+mod_state_range[0],
        Rei::LimitedVision::IZY+Rei::LimitedVision::STD+mod_state_range[1],255, 0)
        @showed = true
        dovisibilitythingy(1)
      end
    else
      if $reivisibility_sprite.name != ""
        $reivisibility_sprite.erase
        @showed = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    $reivisibility_sprite.erase
    @showed = false
    reilimitedvisionterminate
  end
end
#==============================================================================
#------------------------------------------------------------------------------
# Woratana script, my version
#------------------------------------------------------------------------------
class Spriteset_Map
  alias reicreatepic create_pictures unless method_defined?('reicreatepic')
  #--------------------------------------------------------------------------
  # * Create Picture Sprite
  #--------------------------------------------------------------------------
  def create_pictures(*args);reicreatepic(*args)
    @picture_sprites.push(Sprite_Picture.new(@viewport1,$reivisibility_sprite))
  end
end
class Sprite_Picture < Sprite
  alias reipic_upd update unless method_defined?('reipic_upd')
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args);reipic_upd(*args)
    self.z = $game_player.screen_z + 125 if @picture.number == 21;end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------




To use the script :
Just edit the configuration settings in the script

Installation :
Put this script above main

Thanks to :
Woratana for his picture under character script
Credits :
reijubv for making this script.


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buny
post Jun 12 2009, 10:08 PM
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Hot can i make it off and on?

caranyah?? <~~~ ngakak


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reijubv
post Jun 12 2009, 10:13 PM
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It's been awhile lol
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ada switchnya kan?

there's a switch you can use!
Try it

ps: have you tried the widget demo I gave?


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EvenAngels
post Jun 12 2009, 10:22 PM
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Hey Reijubv. I was just wondering, is it possible to have difference types of visibility limiting issues. For example, a bacl one like you have already, and a white one for fog, and be able to change between them?


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reijubv
post Jun 12 2009, 10:27 PM
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It's been awhile lol
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Yes you can, but not now happy.gif,
In this version only have that 1 visibility type...

(I've think about it, black fog in the middle of day is a bad thing, black fog only good at night, right....)

I'll update this at home, for now, just wait ^^,


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EvenAngels
post Jun 12 2009, 10:29 PM
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Cool! biggrin.gif I look forward to the update. happy.gif Nice work so far man! happy.gif


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reijubv
post Jun 12 2009, 10:34 PM
Post #7


It's been awhile lol
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@EvenAngels
Alrighty, that's mean tomorow I'll post it, I forgot to bring my other updated scripts anyway...


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Octople Threat
post Jun 13 2009, 06:11 AM
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NICE! This is what I have been looking for... And I know you can do it with events, but I am too lazy for that too. Thank you for this, and I can't wait for the updated versions.


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jameba
post Jun 13 2009, 09:34 AM
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it is compatible with KGC day/night script tongue.gif??


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Octople Threat
post Jun 13 2009, 10:28 AM
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QUOTE (jameba @ Jun 13 2009, 09:34 AM) *
it is compatible with KGC day/night script tongue.gif??



EDIT: Scratch that... It works with KGC DayNight, but it isn't really compatible with it... Should've looked closer at the script...

This post has been edited by Octople Threat: Jun 13 2009, 12:37 PM


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thefuneralpyre66...
post Jun 14 2009, 02:01 AM
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Would it work for an ABS script? (any really, when I get to the actual suggestion it'll be apparent)

Because I think it'd be a nice touch if when a Blind state is set on the actor, the "light circle" as I'm going to refer to it as, gets smaller, to hinder the player's view as far as avoiding projectile attacks and successfully hitting an enemy with projectiles as well.
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Octople Threat
post Jun 14 2009, 09:57 AM
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I am having difficulties turning it off. It's simply not working...


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reijubv
post Jun 15 2009, 08:31 PM
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It's been awhile lol
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whew, sorry for my LATE update, I've got a very serious trouble yesterday ^^
but anyway, I've fixed some bugs and added some more feature as well a demo,
please download the demo to see the new feature...

edit::

@jameba
Hmm...
It is compatible, but the day and night system won't affect your visibility range, I can tweak the script a bit to make a KGC day and night mode..

@thefuneralpyre666
well, what this script does is just limiting visibility with a picture, to do that kind of things, you may need to edit the script (or the abs script!)


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EvenAngels
post Jun 15 2009, 09:19 PM
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Rei, you rock! With the new additions this has become one the scripts I have been waiting for for ages! Thank you very much for making it! biggrin.gif


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Octople Threat
post Jun 15 2009, 09:27 PM
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Is it a wonder why you're one of my favorites? You, Yanfly, and Originalwij... Three awesome scripters, two of which who are under appreciated. This update is a MAJOR boost to my project. Thank you very much!


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reijubv
post Jun 15 2009, 09:35 PM
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It's been awhile lol
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@evenangels and @Octople_Threat
Well, thanks a lot ^^

off topic :
Hmm, is there's a particle engine script for VX?
Xp has one that was made by arevulopapo, if there's nothing like that in VX, I'll post mine...


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Octople Threat
post Jun 16 2009, 07:47 AM
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QUOTE (reijubv @ Jun 15 2009, 10:35 PM) *
@evenangels and @Octople_Threat
Well, thanks a lot ^^

off topic :
Hmm, is there's a particle engine script for VX?
Xp has one that was made by arevulopapo, if there's nothing like that in VX, I'll post mine...


I'm not sure, but I would still like to see it. Please post it?


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reijubv
post Jun 21 2009, 05:01 AM
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Ok, I'll post it...
Sorry I'm late...

Anyway, I've updated this script to V.1.2 by adding 2 more features...


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Octople Threat
post Jun 21 2009, 06:18 AM
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You made it compatible with KGC DayNight?! biggrin.gif biggrin.gif biggrin.gif
Thank you! Like a lot!


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reijubv
post Jun 21 2009, 06:33 AM
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It's been awhile lol
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@octople threat
You're welcome happy.gif

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I can't think of any other features I can add...


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