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> Dinamic Monster Bestiary 1.5 RMVX
falcao
post Oct 30 2009, 06:11 AM
Post #1


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Posts: 5
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RM Skill: Undisclosed




Hi

Dinamic Mosters Bestiary 1.5

May be you already hear about RMVX mosters Bestiary, perhaps those are almost the same but this one has some new features and style than the others

Features

- Disaplay mosters parameter like HP,MP,DEF AGI etc.
- when you deafeat a monsters is added to bestiary by itself
- Script sort 5 diferent enemy classes like amateaur, noob, boss etc. based on parameters
- Beatyful breath effects was added to enemy battler
- Display enemy power based on parameters
- easy to use


Instruction:

Place the script above main then call it pressing key 'A' while you are on map, you can change deafault key of course.


Credits

By Falcao


License

Can be used in comercial or non-comercial games


Screenes







Demo

http://www.4shared.com/file/144760407/b8b3...estiary_15.html


Script

CODE
#====================================================================#
#  #*****************#           Dinamic bestiary V 1 Falcao script  #
#  #*** By Falcao ***#           Permite mostrar un albun de cada    #
#  #*****************#           mostruo que derrotas   V 1.5        #
#         RMVX                                                       #
# makerpalace.onlinegoo.com      Date: 10/29/2009                    #
#====================================================================#

#---------------------------------------------------------------------
# * Instructions
#
# Solo copiar y pegar el script encima de main luego llamarlo con
# tecla 'A' puesta por defecto. Editar el modulo de abajo a su gusto
#
# Place the script above main, then call it with key 'A' by deafault
# Edit the module below as you prefer.
#
# License: Puede ser usado en juegos comerciales o no comerciales
#          This script can be used in comercial or non-comercial games
#---------------------------------------------------------------------

module Falcao

# Descripcion Para cada enemigo / Enemy desciption
# A = Id del enemigo / Enemy ID
# B = Description
Description = {

1=>  'Habita cerca de los arrollos del bosque Falcar',
2=>  'Se mata facilmente con un ataque normal, es devil al elemento agua',
3=>  'Habita en el bosque shulton, devil al elemento fuego',
4=>  'Ponsoñosa araña que habita dentro de cuevas, si pica tomar antidoto',
5=>  'Rata escurridiza, suele dejar buena experiencia',
21=> 'Habita alrededor del castillo tridan, devil a luz',
  
}

# Tecla que llama el script / Key to call script
# Puesdes elejir entre las siguientes / choose between the followings keys
# Z, A, S, D, Q, W, ALT
TeclaBestiary = 'A'

# Interruptor que desabilita llamar el script con la tecla especificada
# Disable script call by input key
KeyDisable_Switch = 100

# Tocar musica / play music   (true o false)
PlayMusic = true

# Declaracion de arrays / Arrays declaration  
$derrotados = []  
$enemy_counter = []
EnemyLevel = []

# Vocabulario / Vocabulary
FalVocab = ['-No hay datos-',  # No datos /  No data
            'Tesoro',          # Tesoro 1 /  Treasure 1
            'Tesoro2',         # tesoro 2 /  Treasure 2
            'None',            # Sin tesoro /  No treasure
            '????',            # Enemigo no derrotado / Enemy no defeated
            'Bestiary',        # Titulo /  Title
            'Derrotado',       # Derrotado / defeated
            'Clase',           # Clase de enemigo / enemy class
            'Power',           # Energia maxima / Power  
            'Veces',           # Veces derrotado / times defeated
            'Progreso']        # Progreso / Progress

# Clases de enemigos / enemy classes
# Calculos basados en parametros / Values based on parameters(Def, atk, etc.)
EnemyLevel[1] = "Noob"              
EnemyLevel[2] = "Amateaur"
EnemyLevel[3] = "King master"
EnemyLevel[4] = "Boss fighter"
EnemyLevel[5] = "Master boss"

#-----------------------------------------------------------------------------
# Cuando un enemigo es derrotado es automaticamente agregado al invetario pero
# puedes administrarlos manualmente con los siguientes comandos

# When you defeat an enemy automaticly is added, but you can add or remove
# enemies manualy with the following comands

# Falcao.add_enemy(X)       Agrega enemigo X, en ves de X poner ID de enemigo
#                           Add enemy X, instead X put enemy ID        
#
# Falcao.remove_enemy(X)    remueve enemigo X, En ves de X poner ID de enemigo
#                           Remove Enemy X, Instead X put enemy ID
#
# Falcao.fill_bestiary      Agrega todos los monstruos al bestiario
#                           Fill bestiary
#
# Para llamar el script manualmente llamarlo directamente asi
# To call the script manually call it
#
# $scene = Scene_Monsters.new
#
# * Creditos:  
#
# Script creado por Falcao, puede ser publicado en cualquier foro siempre
# y cuando los creditos sean mencionados
#-----------------------------------------------------------------------------

def self.fill_bestiary
   for enemy in $data_enemies
     next if enemy == nil
     unless $derrotados.include?(enemy.id)
       $derrotados.push(enemy.id)
       $enemy_counter.push(enemy.id)
     end
    end
  end
  
  def self.add_enemy(id)
    unless $derrotados.include?(id)
      $derrotados.push(id)
      $enemy_counter.push(id)
    end
  end
  
  def self.remove_enemy(id)
    if $derrotados.include?(id)
      $derrotados.delete(id)
      $enemy_counter.push(id)
    end
  end
end

#--------------------------------------------------------------------------
# * Crear informacion general y parametros enemigos
#--------------------------------------------------------------------------
class Moster_Info < Window_Base
  include Falcao
  def initialize(x, y)
    super(x, y, 385, 380)
    self.opacity = 0
  end
  
  def refresh(enemy_id)
    self.contents.clear
    @enemigo = $data_enemies[enemy_id]
    if $derrotados.include?(@enemigo.id)
      contents.font.size = 20
      draw_enemy_hp(0, 205)
      draw_enemy_mp(0, 230)
      enemy_parametros
      draw_drop_item1
      draw_drop_item2
    else
      contents.font.size = 30
      contents.draw_text(100, 100, 500, 92, FalVocab[0])
    end
  end
  
  def enemy_parametros
    y1 = 0; y2 = 0; y3 = 0; y4 = 0
    terms = $data_system.terms
    param1={1=>@enemigo.maxhp,2=>@enemigo.maxmp,3=>@enemigo.spi,4=>@enemigo.exp}
    name1 = {1=> terms.hp, 2=> terms.mp, 3=> terms.spi, 4=> "Exp"}
    param2={1=>@enemigo.atk,2=>@enemigo.def,3=>@enemigo.agi,4=> @enemigo.gold}
    name2 = {1=> terms.atk, 2=> terms.def, 3=> terms.agi, 4=> terms.gold}
    param1.sort.each do |keys, values|
      y1 += 25
      contents.draw_text(100, y1 + 134, 92, 92, values)
    end
    param2.sort.each do |keys, values|
      y2 += 25
      contents.draw_text(300, y2 + 134, 92, 92, values)
    end
    name1.sort.each do |keys, values|
      y3 += 25
      contents.draw_text(0, y3 + 134, 102, 92, values)
    end
    name2.sort.each do |keys, values|
      y4 += 25
      contents.draw_text(200, y4 + 134, 102, 92, values)
    end
  end
  
  def draw_drop_item1
    item = @enemigo.drop_item1
    contents.draw_text(35, 260, 92, 92, FalVocab[1])
    if item.kind == 0
      contents.draw_text(0, 284, 92, 92, FalVocab[3])
      return
    end
    case item.kind
    when 1; drop_item = $data_items[item.item_id]
    when 2; drop_item = $data_weapons[item.item_id]
    when 3; drop_item = $data_armors[item.armor_id]
    end
    draw_icon(drop_item.icon_index,94, 318)
    contents.draw_text(0, 284, 92, 92, drop_item.name)
  end
  
  def draw_drop_item2
    item = @enemigo.drop_item2
    contents.draw_text(226, 260, 92, 92, FalVocab[2])
    if item.kind == 0
      contents.draw_text(200, 284, 92, 92, FalVocab[3])
      return
    end
    case item.kind
    when 1; drop_item = $data_items[item.item_id]
    when 2; drop_item = $data_weapons[item.item_id]
    when 3; drop_item = $data_armors[item.armor_id]
    end
    draw_icon(drop_item.icon_index,300, 318)
    contents.draw_text(200, 284, 92, 92, drop_item.name)
  end
  
  def draw_enemy_hp(x, y)
    self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))
    self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxhp/@enemigo.maxhp, 4,
    Color.new(205,255,205))
    self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxhp/@enemigo.maxhp, 4,
    Color.new(10,220,45))
  end
  
  def draw_enemy_mp(x, y)
    if @enemigo.maxmp != 0
      self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))
      self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxmp/@enemigo.maxmp, 4,
      Color.new(180,225,245))
      self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxmp/@enemigo.maxmp, 4,
      Color.new(20,160,225))
    else
      self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))
    end
  end
end

#--------------------------------------------------------------------------
# * Objeto creador de las descripciones y el progreso en porcentaje
#--------------------------------------------------------------------------
class Moster_Description < Window_Base
  include Falcao
  def initialize(x, y, ancho = 544, alto = 56)
    super(x, y, ancho, alto)
    @tiempo = 0
    @scroll = 0
  end
  
  def set_texto(texto)
    self.contents.clear
    self.contents.draw_text(0, -4, 92, 32, texto)
    for i in 0...$derrotados.size
      number = i + 1
    end
    texto2 = "#{FalVocab[10]}   #{number * 100/$all_mosnters}%" rescue texto2 =
    "#{FalVocab[10]}   0 %"
    self.contents.draw_text(0, 24, self.width, 32, texto2)
  end
  
  def refresh(enemy_id)
    self.contents.clear
    @enemigo = $data_enemies[enemy_id]
    if $derrotados.include?(@enemigo.id)
      draw_descriptions
    else
      self.contents.draw_text(-130, -4, 600, 32 , FalVocab[0],1)
    end
  end
  
  def draw_descriptions
    if Description.has_key?(@enemigo.id)
      Description.each do |id, value|
        if id == @enemigo.id
          cx = contents.text_size(value).width
          scroll_text(value)
          self.contents.draw_text(@scroll, -4, cx + 10, 32 , value)
        end
      end
    else
    text = ["                                             ",
            "                                             ",
            "Description no available                     ",
            "Falcao script Bestiary V 1.5        "
            ]
      scroll_text(text,false)
      cx = contents.text_size(text).width
      self.contents.draw_text(@scroll, -4, cx + 10, 32, text )
    end
  end
  
  def scroll_text(texto, result_ok=true)
    cx = contents.text_size(texto).width
    if cx > 350
      @tiempo += 1
      if @tiempo > 60
        @scroll -= 1 if @result == nil
        if @scroll == -cx
          @result = true
        end
      end
    end
    if @result
      result_ok ? @scroll += 10 :  @scroll = 0
      if @scroll >= 0
        @scroll = 0;  @tiempo = 0
        @result = nil
      end
    end
    if Input.press?(Input::UP) or Input.press?(Input::DOWN)
      @scroll = 0; @tiempo = 0; @result = nil
    end
  end
end

#--------------------------------------------------------------------------
# * Objeto que dibuja el indice de los enemigos con su nombre
#--------------------------------------------------------------------------
class Monster_indice < Window_Selectable
  def initialize(y)
    super(0, y, 160, 334)
    @column_max = 1
    refresh
    self.index = 0
  end
  
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_enemies.size
      @data.push($data_enemies[i])
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 26)
      for i in 0...@item_max
        draw_item(i)
        $all_mosnters = i + 1
      end
    end
  end
  
  def draw_item(index)
    enemy = @data[index]
    self.contents.font.color = normal_color
    x, y = 4, index * 24
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    opacity = self.contents.font.color == normal_color ? 255 : 128
    if $derrotados.include?(index+1)
      contents.draw_text(x, y, 212, 24, enemy.name)
    else
      contents.draw_text(x, y, 212, 24, Falcao::FalVocab[4])
    end
  end
end

#--------------------------------------------------------------------------
# * Objeto que dibuja el Power y el conteo de mostruos derrotados
#--------------------------------------------------------------------------
class Adicional_Data < Window_Base
  include Falcao
  attr_accessor :number
  attr_accessor :counter
  def initialize
    super(0, 0, 160, 334)
    @number = 0.0
    @counter = 0.0
    @color = [Color.new(180,225,245), Color.new(20,160,225)]
  end
  
  def refresh(enemy_id)
    self.contents.clear
    @enemigo = $data_enemies[enemy_id]
    if $derrotados.include?(@enemigo.id)
      draw_enemy_counter
      draw_enemy_power(0,186)
      contents.font.color = Color.new(255, 140, 0)
      contents.draw_text(30, 0, 212, 24, @enemigo.name)
    else
      contents.font.color = normal_color
      self.contents.draw_text(2, 50, 600, 32 , FalVocab[0])
    end
  end
  
  def draw_enemy_counter
    i = 0
    for c in $enemy_counter
      if c == @enemigo.id
        i += 1
        number = i
      end
    end
    contents.font.color = normal_color
    contents.draw_text(0, 40, 212, 24, FalVocab[6])
    contents.draw_text(80, 70, 212, 24, number.to_s)
    contents.draw_text(0, 70, 212, 24, FalVocab[9])
  end
  
  def get_power(enemy)
    add = 0
    number1 = enemy.spi + enemy.agi
    number2 = enemy.atk + enemy.def
    case enemy.maxhp
    when 1...400
      add = 60
    when 400...1000
      add = 100
    when 1000...10000
      add = 140
    when 10000...999999
      add = 200
    end
    @number = number1 + number2 + add
    @counter = @number
    @number = 1
  end
  
  def draw_enemy_power(x,y)
    case @counter
    when 1...150
      value = 150; add = 1; level = EnemyLevel[1]
      @color = [Color.new(180,225,245), Color.new(20,160,225)]
    when 150...350
      value = 350; add = 3;  level = EnemyLevel[2]
      @color = [Color.new(255, 120, 0), Color.new(255, 80, 50)]
    when 350...600
      value = 600; add = 6; level = EnemyLevel[3]
      @color = [Color.new(205,255,205), Color.new(10,220,45)]
    when 600...1000
      value = 1000; add = 10; level = EnemyLevel[4]
      @color = [Color.new(255,255,100), Color.new(255,200,0) ]
    when 1000...4196
      value = 3996; add = 20; level = EnemyLevel[5]
      @color = [Color.new(255,255,100), Color.new(255,200,0) ]
    end
    @number = @counter if @number >= @counter
    @number += add if @number < @counter
    contents.font.color = Color.new(255, 140, 0)
    contents.draw_text(30, 120, 212, 24, FalVocab[7])
    contents.font.color = normal_color
    contents.draw_text(0, 150, 212, 24, level)
    self.contents.fill_rect(x, y, 128, 14, Color.new(0,0,0))
    self.contents.fill_rect(x+1, y+1, 126*@number/value, 6, @color[0])
    self.contents.fill_rect(x+1, y+7, 126*@number/value, 6, @color[1])
    contents.draw_text(0, 210, 212, 24, FalVocab[8])
    contents.draw_text(80, 210, 212, 24, @number.to_s)
  end
end

#--------------------------------------------------------------------------
# * Clase que agrega los enemigos al bestiario automaticamente
#--------------------------------------------------------------------------
class Game_Enemy < Game_Battler
  alias falcao_collapse  perform_collapse
  def perform_collapse
    falcao_collapse
    unless $derrotados.include?(enemy.id)
      $derrotados.push(enemy.id)
    end
    if $game_temp.in_battle and dead?
      $enemy_counter.push(enemy.id)
    end
  end
end

#--------------------------------------------------------------------------
# * Clase que define la fuente del bestiario
#--------------------------------------------------------------------------
class Font
  alias falcaoBest_font initialize
  def initialize
    falcaoBest_font
    if $scene.is_a?(Scene_Monsters)
      self.name = "Georgia"
      self.size = 20
    end
  end
end

#--------------------------------------------------------------------------
# * Aqui se crea la scene que organiza todo en conjunto
#--------------------------------------------------------------------------
class Scene_Monsters < Scene_Base
  def start
    super
    @spriteset = Spriteset_Bestiary.new
    @mostruos_index = Monster_indice.new(84)
    @info_mosters = Moster_Info.new(160,56)
    @help = Moster_Description.new(160,0, 386)
    @title = Moster_Description.new(0,0, 160, 84)
    @title.set_texto(Falcao::FalVocab[5])
    @info_mosters.refresh(@mostruos_index.index + 1)
    @help.refresh(@mostruos_index.index + 1)
    @extra_data = Adicional_Data.new
    @extra_data.y = 84
    @extra_data.visible = false
    @moster_graphic = Sprite.new
    @moster_graphic.bitmap = Cache.battler("",0)
    @moster_graphic.z = 99
    @moster_graphic.y = 65
    @time = 0
    if Falcao::PlayMusic
      $game_temp.map_bgm = RPG::BGM.last
      $game_temp.map_bgs = RPG::BGS.last
      $game_system.battle_bgm.play
    end
    create_enemy_graphics
  end
  def terminate
    super
    @mostruos_index.dispose
    @info_mosters.dispose
    @help.dispose
    @spriteset.dispose
    @title.dispose
    @moster_graphic.dispose
  end
  def update
    super
    @spriteset.update
    @mostruos_index.update
    @help.refresh(@mostruos_index.index + 1)
    animate_graphic
    if Input.press?(Input::DOWN) or Input.press?(Input::UP)
      @info_mosters.refresh(@mostruos_index.index + 1)
      create_enemy_graphics
      if @extra_data.visible
        @extra_data.get_power($data_enemies[@mostruos_index.index + 1])
      end
    end
    if Input.trigger?(Input::C) and @extra_data.visible == false
      Sound.play_decision
      @extra_data.get_power($data_enemies[@mostruos_index.index + 1])
      @extra_data.refresh(@mostruos_index.index + 1)
      @extra_data.visible = true
      @mostruos_index.y = 600
    end
    if @extra_data.visible
      if @extra_data.number < @extra_data.counter
        @extra_data.refresh(@mostruos_index.index + 1)
      end
    end
    if Input.trigger?(Input::B)
      if @extra_data.visible
        Sound.play_cancel
        @extra_data.visible = false
        @mostruos_index.y = 84
      else
        Sound.play_cancel
        if Falcao::PlayMusic
          $game_temp.map_bgm.play
          $game_temp.map_bgs.play
        end
        $scene = Scene_Map.new
      end
    end
  end
  
  def create_enemy_graphics
    enemy = $data_enemies[@mostruos_index.index + 1]
    if $derrotados.include?(enemy.id)
      @moster_graphic.bitmap = Cache.battler(enemy.battler_name,
      enemy.battler_hue)
      cw = @moster_graphic.width
      @moster_graphic.x = 360 - cw / 2
      @moster_graphic.visible = true
    else
      @moster_graphic.visible = false
   end
end

def animate_graphic
   if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
     @moster_graphic.zoom_x = 1
     @moster_graphic.zoom_y = 1
     @time = 0
   end
   h = 240; @time += 1
   if @time < 40
     if @moster_graphic.height <= h
       @moster_graphic.zoom_x += 0.002
       @moster_graphic.zoom_y += 0.002
     elsif @moster_graphic.height > h
       @moster_graphic.zoom_x += 0.001
       @moster_graphic.zoom_y += 0.001
     end
   elsif @time > 40
     if @moster_graphic.height <= h
       @moster_graphic.zoom_x -= 0.002
       @moster_graphic.zoom_y -= 0.002
     elsif @moster_graphic.height > h
       @moster_graphic.zoom_x -= 0.001
       @moster_graphic.zoom_y -= 0.001
     end
     if @time == 80
       @moster_graphic.zoom_x = 1
       @moster_graphic.zoom_y = 1
       @time = 0
     end
   end
end
end

#--------------------------------------------------------------------------
# * Objeto que define la tecla para acceder al bestiario
#--------------------------------------------------------------------------
class Scene_Map
  alias falcao_bestiary_update update
  def update
    falcao_bestiary_update
    update_finput
  end
  def update_finput
    return if $game_switches[Falcao::KeyDisable_Switch]
    case Falcao::TeclaBestiary
    when 'Z';    key = Input::C    #C
    when 'A';    key = Input::X    #X
    when 'S';    key = Input::Y    #Y    
    when 'D';    key = Input::Z    #Z
    when 'Q';    key = Input::L    #L  
    when 'W';    key = Input::R    #R
    when 'ALT';  key = Input::ALT  #alt  
    end
    if Input.trigger?(key)
      $scene = Scene_Monsters.new
    end
  end
end

#--------------------------------------------------------------------------
# * Guardar variables de enemigos derrotados
#--------------------------------------------------------------------------
class Scene_File < Scene_Base
  alias falcaosave_data write_save_data
  def write_save_data(file)
    falcaosave_data(file)
    Marshal.dump($derrotados,   file)
    Marshal.dump($enemy_counter,   file)
  end
end

#--------------------------------------------------------------------------
# * Cargar variables de enemigos derrotados
#--------------------------------------------------------------------------
class Scene_File < Scene_Base
  alias falcaoload_data read_save_data
  def read_save_data(file)
    falcaoload_data(file)
    $derrotados    = Marshal.load(file)
    $enemy_counter = Marshal.load(file)
  end
end

#--------------------------------------------------------------------------
# * Objeto que crea el fondo animado usando el mapa
#--------------------------------------------------------------------------
class Spriteset_Bestiary
  def initialize
    create_battleback
    update
  end
  def create_battleback
    @viewport1 = Viewport.new(0, 0, 544, 416)
    source = $game_temp.background_bitmap
    bitmap = Bitmap.new(640, 480)
    bitmap.stretch_blt(bitmap.rect, source, source.rect)
    bitmap.radial_blur(90, 12)
    @battleback_sprite = Sprite.new(@viewport1)
    @battleback_sprite.bitmap = bitmap
    @battleback_sprite.ox = 320
    @battleback_sprite.oy = 240
    @battleback_sprite.x = 272
    @battleback_sprite.y = 176
    @battleback_sprite.wave_amp = 8
    @battleback_sprite.wave_length = 240
    @battleback_sprite.wave_speed = 120
  end
  def dispose
    @battleback_sprite.bitmap.dispose
    @battleback_sprite.dispose
    @viewport1.dispose
  end
  def update
    @battleback_sprite.update
    @viewport1.update
  end
end



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Shanghai
post Oct 30 2009, 05:01 PM
Post #2


Level 31
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Group: Revolutionary
Posts: 747
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RM Skill: Skilled




Interesting. I've tried it out and can say it works fine (aside from the translation). Though might I ask, is there any purpose in using the HP/MP bars?


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falcao
post Oct 31 2009, 10:06 AM
Post #3


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Group: Member
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QUOTE (Shanghai @ Oct 30 2009, 06:01 PM) *
Interesting. I've tried it out and can say it works fine (aside from the translation). Though might I ask, is there any purpose in using the HP/MP bars?



I think hp and sp bars for anemy are greats, but the only purpose is show them, so you can easily recognize enemy life and magic

But the big bar is the power bar thas very important and the purpose is to show anemy power overage for their class

My english is terrible but im learning xd.

any one who has a quiestion can ask

Happy halloween to everybody ph34r.gif
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als
post Nov 20 2009, 08:20 PM
Post #4


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Posts: 8
Type: Artist
RM Skill: Beginner




i like this kind of bestiary
keep up the good work
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ninjaropes
post Feb 6 2010, 12:48 PM
Post #5



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Group: Member
Posts: 1
Type: Mapper
RM Skill: Beginner




i cant get the beastary to pop up i have set it to m and when i press it nothing happens sad.gif
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Mako Lion 09
post Jul 17 2011, 06:44 PM
Post #6


Level 2
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Group: Member
Posts: 19
Type: Artist
RM Skill: Skilled




how can i make it so when you close it it goes to the menu cause i have it set up so you can only acsess it from the menu but when i close it it goes back to the feild help please


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