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Full Version: [solved]I need a patch for two (and a half) scripts
RPG RPG Revolution Forums > Scripting > Script Development and Support > RGSS
yamina-chan
I recently discovered a bug in my game that prevented any kind of slipdamage while in a battle from actually doing any damage.
After some testing I have found the problem: the Battlesystem I am using and a script that will show a SP popup if they're healed are causing this error if they're both installed. I have added a sample project with both scripts inside in the Attachments.
Note: The Battlesystem was aparently made for the Postality Knights Edition which is probably the reason for this bug.
If someone could come up with a patch to fix that, that would be great =)
If it can't be done, I will accept that.

I have a second request regarding this battlesystem as well which is completely optional but something I'd like.
I put it in a spoiler since it is not necessary but would be very much appreciated. Also I belive it might be better of in the Request section but since it would require the patch from above anyway...
I know that this is a huge thing to ask for and I'm entirely fine with doing something in return for whoever is going to help me with this. I don't know what that "something" might be just yet but that I belive will depend on what that someone who will help me will want me to do. (And I belive the grammar in that last sentence was probably not accurate XD)

This is my request:
If you are familiar with the Tanketai SBS can be found here (The page is in german but you will find the Demo at the very bottom named "Enu_SBS_Tanketai_XP.rar") you are probably familiar with it's Advanced Collapse Add-on (which in turn was based of the early Final Fantasy Games). Once the last hit was given to the enemy, the music would fade out. Monster and screen would then flash white and the enemy would slowly crumble away.After that, the victory theme starts playing.
It is customizable which enemys would have this so it is perfect for bossbattles.
I have recorded that particular part from the Demo in case you don't know what I'm talking about.
As you have probably guessed allready, my request would be to have something similar thtat is compatible with the battlesystem above.
Again: I know this is a huge request. I did try to work something out myself but with that little knowledge about scripting that I have it could just not be done.Again: I know this is a huge request. I did try to work something out myself but with that little knowledge about scripting that I have it could just not be done.
yamina-chan
I just noticed that the one of the links I added stopped working in the last few days aparently, so I changed it.
If that was the reason that nobody replied, I apologize.
Atoa
Why don't you switch the battle systems? there is a lot of rmxp default battle with ATB out there.
yamina-chan
For various reasons. One of them beeing that the DBS is meant for four people, but my game is set up for three party members. Second: I wanted a simple Battlesystem that was not the default one and I want one that not that many people use. Third: I really like the way this system looks and works with my other customisations - exept for the SP Popup as of now. Fourth: Might be a silly reason but I simply adore the fact that while this script uses battlers, it will also draw the sprite belonging to it next to the character. Fifth: While it is not the DBS I have found out that most scripts designed to work with that are also compatible with this. "Bigger" systems sometimes have problems with that. Reason number six would be that I have asked for help with this script before and I wouldn't want to let the effort the other person was taking go to waste by simply abandoning the script now.
The last reason as of now will sound as if I'm really lazy, but I really don't want to go trough to setting up a new battlesystem from scratch. Over the last weeks I have tried to work out a vehicle system that will work with my game and that allready is taking way more time then I was hoping it would. I am just one person, if I overdo myself in this I will never finish this game at all and I don't intend to let that happen.
If it's to complicated to find a patch of some sort and if my second request can not be done as well, I will give up on those ideas. While I would love to use them, when it comes down to it they are Add-ons. I do not "need" them to finish my game as I would with mentioned vehicle system above. But since I can be a perfectionist sometimes I would like to create the best game I can so that those who will play it actually enjoy the experience.
Atoa
Well the script you attched is the default system, with ATB adn fancy bars. And there's a LOT of other scripts that do this better.
Unless you have something different from the demo you posted.

I'm not telling you to change to an whole full animated battle system, like tankentai. But this atb is really bad and outdated... and there is better options for ATB than that. But if that's your choice... whatever, i was just pointing an option that might solve your question.
yamina-chan
And I thank you for that =)
For a scripter at your level this must look like a really stupid choice I bet. I was told before by a scripter that I have made a strange choice. Still: since it is close to the DBS it works with many other scripts as well and it has this unice feeling to it.
I don't mind asking for help, but I hate to do it again and again so before I made this thread I took the time to search for a diffrent battlesystem that would work with other scripts I have installed and still look good and be fun to play while not overly complicated to add at the curent state of my projcet. When I could not find anything I decided to ask for help after all.
Atoa
One ATB script i like is KGC script

CODE
#==============================================================================
# KGC Active Count Battle
# By KGC
#==============================================================================

module KGC
  
  # Set wait mode
  # 0 = full active
  # 1 = semi-active time stop to choose items and skills
  # 2 = full wait, time stop to choose any action
  ACB_WAIT_MODE = 2
  # Can be changed with script calls during games
  # call $game_system.wait_mode = 0/1/2
  
  # Set if time bar will stop during actions
  ACB_ACTION_WAIT = true
  # Can be changed with script calls during games
  # call $game_system.action_wait = true/false
  
  # Set the battle speed
  ACB_BATTLE_SPEED = 600
  # Can be changed with script calls during games
  # call $game_system.battle_speed = 100~800
  
  # Set wait time for nornal attacks, value higher than 0
  ACB_ATTACK_WAIT = 1
  
  # Set wait time for defend, value higher than 0
  ACB_GUARD_WAIT = 0.5
  
  # Set wait time for skill, if you use skill chant, set it 0, othewise
  # this should be higher than 0
  ACB_SKILL_WAIT = 0
  
  # Set wait time for items, value higher than 0
  ACB_ITEM_WAIT = 0.1
  
  # Set chant wait time
  ACB_CHANT_WAIT = 0.75
  
  # Set if skills will have chant time, if true skills will have chant time
  # based on the following settings
  ACB_SKILL_CHANT = true
  
  # All Skill with Int_f X or higher will have chant
  ACB_CHANT_SKILL_INT_F = 1
  
  # All Skill with Atk_f X or higher will not have chant
  ACB_NOT_CHANT_SKILL_ATK_F = 2
  
  # Set individual chant time for skills.
  # { Skill_ID => Chant, Skill_ID => Chant, ...}
  ACB_CHANT_TIME = {}
  
  # SE played when the ATB is full
  ACB_MAX_SE = RPG::AudioFile.new("105-Heal01", 100, 150)
  
  # Message displayed when trying to escape (to escape, keep Z pressed)
  ACB_ESCAPE_MESSAGE = "Escaping..."
  
  # Message displayed when it's not possible to escape
  ACB_CANT_ESCAPE_MESSAGE = "Can't escape!!"
  
  # Delay time if hit during input
  ACB_INVALID_DELAY_INPUT = false
  
  # Slip damage setting
  # 0 = Slip damage will occur before action
  # 1 = Slip damage will occur all at the turn end (wich occur after a
  #     set number of actions)
  ACB_SLIP_DAMAGE = 0
  
  # Use slant bars
  ACB_GAUGE_SLANT = true

end

$imported["ActiveCountBattle"] = true

$game_special_elements["acb_delay"] = /Delay(\d+)/i

$game_special_elements["acb_delay_resist"] = $data_system.elements.index("Delay Tolerance")

#==============================================================================
# ** RPG::Cache
#------------------------------------------------------------------------------
#
#==============================================================================

module RPG::Cache
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def self.acb(filename, hue = 0)
    self.load_bitmap("Graphics/ACB/", filename, hue)
  end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  attr_accessor :turn_acb_count
  attr_accessor :acb_count_speed
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias initialize_KGC_ActiveCountBattle initialize
  def initialize
    initialize_KGC_ActiveCountBattle
    @turn_acb_count, @acb_count_speed = 1000, 10
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def set_turn_acb_count(speed)
    @turn_acb_count = speed * $game_system.battle_speed
    @acb_count_speed = speed * 4 / $game_party.actors.size
  end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  attr_accessor :wait_mode
  attr_accessor :action_wait
  attr_accessor :battle_speed
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias initialize_KGC_ActiveCountBattle initialize
  def initialize
    initialize_KGC_ActiveCountBattle
    @wait_mode = KGC::ACB_WAIT_MODE
    @action_wait = KGC::ACB_ACTION_WAIT
    @battle_speed = KGC::ACB_BATTLE_SPEED
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def battle_speed=(speed)
    @battle_speed = [[speed, 100].max, 800].min
  end
end

#==============================================================================
# ** Game_Battler (part 1)
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  attr_reader   :acb_gauge
  attr_accessor :chant_gauge_max
  attr_accessor :turn_count
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias initialize_KGC_ActiveCountBattle initialize
  def initialize
    initialize_KGC_ActiveCountBattle
    @acb_gauge, @acb_gauge_max = 0, 1000
    @chant_gauge_max, @turn_count = 0, 0
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_max
    return @chant_gauge_max > 0 ? @chant_gauge_max : @acb_gauge_max
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_gauge=(value)
    @acb_gauge = [value, 0].max
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_gauge_max
    return @acb_gauge_max
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def set_acb_gauge
    self.make_action_speed
    n = $game_temp.turn_acb_count / 4
    case @current_action.kind
    when 0
      case @current_action.basic
      when 0
        n *= KGC::ACB_ATTACK_WAIT
      when 1
        n *= KGC::ACB_GUARD_WAIT
      end
    when 1
      if KGC::ACB_SKILL_WAIT > 0
        n *= KGC::ACB_SKILL_WAIT
      else
        skill = $data_skills[@current_action.skill_id]
        rate = skill.sp_cost + skill.power.abs + (skill.atk_f + skill.str_f +
          skill.dex_f + skill.agi_f + skill.int_f) / 4.0
        rate = Math.sqrt(rate) / 20 + 1
        n *= rate
      end
      if KGC::ACB_SKILL_CHANT && @chant_gauge_max > 0
        skill = $data_skills[@current_action.skill_id]
        chant = skill.int_f >= KGC::ACB_CHANT_SKILL_INT_F &&
          skill.atk_f < KGC::ACB_NOT_CHANT_SKILL_ATK_F
        n *= KGC::ACB_CHANT_WAIT if chant
      end
    when 2
      n *= KGC::ACB_ITEM_WAIT
    end
    @acb_gauge = 0
    @acb_gauge_max = [n.round, 1].max
    @chant_gauge_max = 0
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def make_action
    self.current_action.clear
    return unless self.movable?
    available_actions = []
    rating_max = 0
    self.actions.each { |action|
      n = @turn_count
      a = action.condition_turn_a
      b = action.condition_turn_b
      next if (b == 0 && n != a) || (b > 0 && (n < 1 || n < a || n % b != a % b))
      next if self.hp * 100.0 / self.maxhp > action.condition_hp
      next if $game_party.max_level < action.condition_level
      switch_id = action.condition_switch_id
      next if switch_id > 0 && $game_switches[switch_id] == false
      available_actions.push(action)
      rating_max = action.rating if action.rating > rating_max
    }
    ratings_total = 0
    available_actions.each { |action|
      if action.rating > rating_max - 3
        ratings_total += action.rating - (rating_max - 3)
      end
    }
    if ratings_total > 0
      value = rand(ratings_total)
      available_actions.each { |action|
        if action.rating > rating_max - 3
          if value < action.rating - (rating_max - 3)
            self.current_action.kind = action.kind
            self.current_action.basic = action.basic
            self.current_action.skill_id = action.skill_id
            self.current_action.decide_random_target_for_enemy
            return
          else
            value -= action.rating - (rating_max - 3)
          end
        end
      }
    end
  end
end

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias set_text_KGC_ActiveCountBattle set_text
  def set_text(text, align = 0)
    last_actor = @actor
    set_text_KGC_ActiveCountBattle(text, align)
    @actor = last_actor
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def text
    return @text
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def reset
    @text, @actor = nil, nil
  end
end

#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the item and battle screens.
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias refresh_KGC_ActiveCountBattle refresh
  def refresh(itemkind = 0)
    if $imported["ItemGrouping"]
      refresh_KGC_ActiveCountBattle(itemkind)
    else
      refresh_KGC_ActiveCountBattle
    end
    Graphics.frame_reset
  end
end

#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays usable skills on the skill and battle screens.
#==============================================================================

class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias refresh_KGC_ActiveCountBattle refresh
  def refresh(skillkind = 0)
    if $imported["SkillGrouping"]
      refresh_KGC_ActiveCountBattle(skillkind)
    else
      refresh_KGC_ActiveCountBattle
    end
    Graphics.frame_reset
  end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  @@_acb_gauge = RPG::Cache.picture("acb_gauge.png")
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias initialize_KGC_ActiveCountBattle initialize
  def initialize
    @acb_gauge_x = 0
    @acb_gauge = @@_acb_gauge.dup
    @acb_g_width = @acb_gauge.width / 3
    @acb_g_height = (@acb_gauge.height - 2) / 4
    @sprite_acb = []
    (0...($imported["LargeParty"] ? KGC::LP_MAX_MEMBER : 4)).each { |i|
      @sprite_acb[i] = Sprite.new
      @sprite_acb[i].bitmap = Bitmap.new(@acb_g_width + 7, @acb_g_height + 2)
      @sprite_acb[i].y = 462
      @sprite_acb[i].z = 2000
    }
    initialize_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def _acb_gauge
    return @@_acb_gauge
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def _acb_gauge=(new_bitmap)
    @@_acb_gauge = new_bitmap
    @acb_gauge.dispose
    @acb_gauge = @@_acb_gauge.dup
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_gauge
    return @acb_gauge
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_gauge=(new_bitmap)
    @acb_gauge = new_bitmap
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias dispose_KGC_ActiveCountBattle dispose
  def dispose
    for sprite in @sprite_acb.compact
      sprite.bitmap.dispose
      sprite.dispose
    end
    @sprite_acb = nil
    dispose_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias refresh_KGC_ActiveCountBattle refresh
  def refresh
    refresh_KGC_ActiveCountBattle
    actor_max = $imported["LargeParty"] ? KGC::LP_MAX_MEMBER : 4
    (0...actor_max).each { |i|
      if (actor = $game_party.actors[i]) == nil
        @sprite_acb[i].bitmap.clear
        next
      end
      draw_actor_acb_gauge(actor)
    }
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_KGC_ActiveCountBattle update
  def update
    update_KGC_ActiveCountBattle
    if @sprite_acb != nil
      @acb_gauge_x -= [@acb_g_width / 20, 1].max
      @acb_gauge_x = @acb_g_width << 1 if @acb_gauge_x < 0
      $game_party.actors.each { |actor| draw_actor_acb_gauge(actor) }
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def draw_actor_acb_gauge(actor)
    @sprite_acb[actor.index].x = actor.screen_x + 68 - @acb_g_width
    if !$imported["HPSPAlter"] || ($imported["HPSPAlter"] && !KGC::HPSP_DRAW_NAME_LUMP)
      @sprite_acb[actor.index].x -= 16
    end
    if actor.chant_gauge_max > 0
      gw = actor.acb_gauge * @acb_g_width / actor.chant_gauge_max
    else
      gw = actor.acb_gauge * @acb_g_width / actor.acb_gauge_max
    end
    if KGC::ACB_GAUGE_SLANT
      @sprite_acb[actor.index].bitmap.fill_rect(0, 0, @acb_g_width + 7, @acb_g_height + 2, Color.new(0, 0, 0, 0))
      gy = @acb_g_height + 1
      (@acb_g_height + 2).times { |i|
        @sprite_acb[actor.index].bitmap.blt(i, gy - i, @acb_gauge, Rect.new(0, gy - i, @acb_g_width + 2, 1))
      }
      gy -= 1
      (0...@acb_g_height).each { |i|
        if gw < @acb_g_width
          if actor.chant_gauge_max > 0
            gy2 = @acb_g_height * 4 + 1
          else
            gy2 = @acb_g_height * 2 + 1
          end
        else
          gy2 = @acb_g_height * 3 + 1
        end
        @sprite_acb[actor.index].bitmap.blt(2 + i, gy - i, @acb_gauge, Rect.new(@acb_gauge_x, gy2 - i, gw, 1))
      }
    else
      @sprite_acb[actor.index].bitmap.fill_rect(0, 0, @acb_g_width + 2, @acb_g_height + 2, Color.new(0, 0, 0, 0))
      @sprite_acb[actor.index].bitmap.blt(0, 0, @acb_gauge, Rect.new(0, 0, @acb_g_width + 2, @acb_g_height + 2))
      if gw < @acb_g_width
        if actor.chant_gauge_max > 0
          gy = @acb_g_height * 4 + 2
        else
          gy = @acb_g_height * 2 + 2
        end
      else
        gy = @acb_g_height * 3 + 2
      end
      @sprite_acb[actor.index].bitmap.blt(1, 1, @acb_gauge, Rect.new(@acb_gauge_x, gy, gw, @acb_g_height))
    end
  end
end

#==============================================================================
# ** Interpreter (part 4)
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias command_129_KGC_ActiveCountBattle command_129
  def command_129
    if command_129_KGC_ActiveCountBattle
      $game_actors[@parameters[0]].set_acb_gauge
      return true
    else
      return false
    end
  end
end

#==============================================================================
# ** Interpreter (part 7)
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def command_339
    unless $game_temp.in_battle
      return true
    end
    if $game_temp.battle_turn == 0
      return true
    end
    iterate_battler(@parameters[0], @parameters[1]) do |battler|
      next unless battler.exist?
      battler.current_action.kind = @parameters[2]
      if battler.current_action.kind == 0
        battler.current_action.basic = @parameters[3]
      else
        battler.current_action.skill_id = @parameters[3]
      end
      if @parameters[4] == -2
        if battler.is_a?(Game_Enemy)
          battler.current_action.decide_last_target_for_enemy
        else
          battler.current_action.decide_last_target_for_actor
        end
      elsif @parameters[4] == -1
        if battler.is_a?(Game_Enemy)
          battler.current_action.decide_random_target_for_enemy
        else
          battler.current_action.decide_random_target_for_actor
        end
      elsif @parameters[4] >= 0
        battler.current_action.target_index = @parameters[4]
      end
      battler.current_action.forcing = true
      battler.acb_gauge -= 1
      if $scene.input_battler == battler
        $scene.command_input_cancel(true)
      end
      $scene.input_battlers.delete(battler)
      $scene.action_battlers.delete(battler)
      if battler.current_action.valid? and @parameters[5] == 1
        battler.acb_gauge = battler.acb_max - 1
        @index += 1
        return false
      end
    end
    return true
  end
end

#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  attr_accessor :input_battler
  attr_accessor :action_battler
  attr_accessor :input_battlers
  attr_accessor :action_battlers
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias main_KGC_ActiveCountBattle main
  def main
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    all_speed = 0
    for battler in $game_party.actors
      if $imported["BattlerEffect"]
        battler.effect_reset
      end
      battler.blink = false
      all_speed += battler.agi if battler.is_a?(Game_Actor)
    end
    all_speed /= $game_party.actors.size
    $game_temp.set_turn_acb_count(all_speed)
    for battler in $game_party.actors
      battler.turn_count = 0
      battler.set_acb_gauge
      battler.acb_gauge = rand(battler.acb_gauge_max * 2 / 3)
      battler.chant_gauge_max = 0
    end
    @input_battlers, @action_battlers = [], []
    @input_battler, @action_battler = nil, nil
    @turn_acb_count = @escape_count = 0

    main_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_KGC_ActiveCountBattle update
  def update
    if @phase == 1
      for battler in $game_troop.enemies
        battler.set_acb_gauge
        battler.acb_gauge = rand(battler.acb_gauge_max / 2)
        battler.chant_gauge_max = 0
      end
      $game_temp.battle_main_phase = true
      @actor_command_window.opacity = 0
      @phase = 0
    elsif @phase != 5
      @phase = 0
    end
    if $game_system.battle_interpreter.running?
      @event_running = true
    end
    update_KGC_ActiveCountBattle
    if (@action_battler == nil && @wait_count > 0) ||
        (@bonus_wait != nil && @bonus_wait > 0) ||
        (@preempt_wait != nil && @preempt_wait > 0)
      return
    end
    if $game_system.battle_interpreter.running?
      return
    elsif @event_running
      @status_window.refresh
      @event_running = false
    end
    if $game_temp.gameover
      return if @spriteset.effect?
      $scene = Scene_Gameover.new
      return
    end
    if @phase == 5
      update_phase5
      return
    end
    if Input.press?(Input::A)
      if $game_temp.battle_can_escape
        if !@help_window.visible && KGC::ACB_ESCAPE_MESSAGE != nil
          @help_window.set_text("")
          @help_window.set_text(KGC::ACB_ESCAPE_MESSAGE, 1)
          @escaping = true
        end
        @escape_count += 1
        if @escape_count >= $game_temp.turn_acb_count / 600
          @escape_count = 0
          update_phase2_escape unless $game_party.all_dead?
        end
      else
        @help_window.set_text(KGC::ACB_CANT_ESCAPE_MESSAGE, 1)
      end
    else
      if @escaping
        @escaping = false
        @help_window.visible = false
      end
      @escape_count = [@escape_count - 1, 0].max
    end
    acb_add
    if @input_battlers[0] != nil && @input_battler == nil && !@wait_on
      @input_battler = @input_battlers.shift
      if @input_battler.current_action.forcing ||
          @input_battler.restriction == 2 || @input_battler.restriction == 3
        if @input_battler.restriction == 2 || @input_battler.restriction == 3
          @input_battler.current_action.kind = 0
          @input_battler.current_action.basic = 0
        end
        @action_battlers << @input_battler
        @input_battler = nil
      elsif @input_battler.inputable?
        if KGC::ACB_MAX_SE.is_a?(RPG::AudioFile)
          $game_system.se_play(KGC::ACB_MAX_SE)
        else
          Audio.se_play("Audio/SE/" + KGC::ACB_MAX_SE[0], KGC::ACB_MAX_SE[1], KGC::ACB_MAX_SE[2])
        end
        @actor_index = $game_party.actors.index(@input_battler)
        @input_battler.current_action.clear
        @input_battler.blink = true
      else
        @input_battler.set_acb_gauge
        @input_battler = nil
      end
    end
    if @input_battler != nil
      @active_battler = @input_battler
      if @actor_command_window.opacity == 0
        phase3_setup_command_window
      end
      update_phase3
    end
    if @action_battlers[0] != nil && @action_battler == nil
      @action_battler = @action_battlers.shift
      if @action_battler.dead? || !@action_battler.movable?
        @action_battler.acb_gauge = 0
        @action_battler = nil
      else
        if @action_battler.is_a?(Game_Actor) &&
            !$game_party.actors.include?(@action_battler)
          @action_battler.set_acb_gauge
          @action_battler = nil
        else
          start_phase4
        end
      end
    end
    if @action_battler != nil && !@spriteset.effect?
      @active_battler = @action_battler
      update_phase4
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def acb_add
    if $game_system.wait_mode == 1 &&
        (@skill_window != nil || @item_window != nil)
      @wait_on = true
    elsif $game_system.wait_mode == 2 && @input_battler != nil
      @wait_on = true
    elsif $game_system.wait_mode >= 1 && $game_system.action_wait &&
        @action_battler != nil
      @wait_on = true
    else
      @wait_on = false
    end
    return if @wait_on
    @turn_acb_count += $game_temp.acb_count_speed
    if @turn_acb_count >= $game_temp.turn_acb_count
      $game_temp.battle_turn += 1
      @turn_acb_count = 0
      if $imported["BonusGauge"]
        $game_temp.bonus_rate -= 10
        $game_temp.bonus_rate = [$game_temp.bonus_rate, 0].max
      end
      for battler in $game_party.actors + $game_troop.enemies
        battler.remove_states_auto if battler != nil
        if KGC::ACB_SLIP_DAMAGE == 1 && battler.hp > 0 && battler.slip_damage?
          battler.slip_damage_effect
          battler.damage_pop = true
        end
      end
      @status_window.refresh if @action_battler == nil
      setup_battle_event
    end

    ($game_party.actors + $game_troop.enemies).each { |battler|
      unless battler.movable?
        battler.acb_gauge = 0
        battler.chant_gauge_max = 0
        next
      end
      if $imported["CooperationSkill"] && cooperation_exec?(battler)
        battler.set_acb_gauge
        @input_battlers.delete(battler)
        @action_battlers.delete(battler)
        next
      end
      if $imported["EquipExtension"] && battler.is_a?(Game_Actor) &&
          battler.attack_count > 0
        next
      end
      gauge_max = battler.chant_gauge_max == 0 ?
        battler.acb_gauge_max : battler.chant_gauge_max
      next if battler.acb_gauge == gauge_max
      inc_gauge = battler.chant_gauge_max == 0 ? battler.agi : battler.int
      battler.acb_gauge += inc_gauge
      if battler.acb_gauge >= gauge_max
        battler.acb_gauge = gauge_max
        battler.turn_count += 1
        if battler.current_action.forcing
          @action_battlers << battler
          next
        end
        if battler.is_a?(Game_Actor)
          if battler.chant_gauge_max > 0
            @action_battlers << battler
          elsif battler.inputable?
            @input_battlers << battler
          else
            if battler.restriction == 2 || battler.restriction == 3
              battler.current_action.kind = 0
              battler.current_action.basic = 0
            end
            @action_battlers << battler
          end
        else
          if battler.chant_gauge_max == 0
            i = 0
            loop {
              battler.make_action
              if i == 2
                battler.current_action.kind = 0
                battler.current_action.basic = 0
              end
              if battler.current_action.kind == 1 &&
                  !battler.skill_can_use?(battler.current_action.skill_id)
                i += 1
                next
              end
              break
            }
            if KGC::ACB_SKILL_CHANT
              set_chant_time(battler)
            else
              @action_battlers << battler
            end
          else
            @action_battlers << battler
          end
        end
      end
    }
  end
end

#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_phase2_escape_KGC_ActiveCountBattle update_phase2_escape
  def update_phase2_escape(skill = nil)
    if skill != nil
      update_phase2_escape_KGC_ActiveCountBattle(skill)
      return
    end
    enemies_agi, enemies_number = 0, 0
    for enemy in $game_troop.enemies
      next unless enemy.exist?
      enemies_agi += enemy.agi
      enemies_number += 1
    end
    enemies_agi /= enemies_number if enemies_number > 0
    actors_agi, actors_number = 0, 0
    for actor in $game_party.actors
      next unless actor.exist?
      actors_agi += actor.agi
      actors_number += 1
    end
    actors_agi /= actors_number if actors_number > 0
    prob = 50 * actors_agi / [enemies_agi, 1].max
    success = rand(100) < prob
    if success
      if @input_battler != nil
        if @enemy_arrow != nil
          @enemy_arrow.dispose
          @enemy_arrow = nil
        end
        if @actor_arrow != nil
          @actor_arrow.dispose
          @actor_arrow = nil
        end
        if @skill_window != nil
          @skill_window.dispose
          @skill_window = nil
        end
        if @skill_group_window != nil
          @skill_group_window.dispose
          @skill_group_window = nil
        end
        if @item_window != nil
          @item_window.dispose
          @item_window = nil
        end
        if @actor_command_window != nil
          @actor_command_window.active = false
          @actor_command_window.visible = false
          @actor_command_window.opacity = 0
        end
        @input_battler.blink = false
      end
      @help_window.visible = false
      @help_window2.visible = false if @help_window2 != nil
      $game_system.se_play($data_system.escape_se)
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
      return
    else
      return
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias start_phase5_KGC_ActiveCountBattle start_phase5
  def start_phase5
    if @input_battler != nil
      if @enemy_arrow != nil
        @enemy_arrow.dispose
        @enemy_arrow = nil
      end
      if @actor_arrow != nil
        @actor_arrow.dispose
        @actor_arrow = nil
      end
      if @skill_window != nil
        @skill_window.dispose
        @skill_window = nil
      end
      if @skill_group_window != nil
        @skill_group_window.dispose
        @skill_group_window = nil
      end
      if @item_window != nil
        @item_window.dispose
        @item_window = nil
      end
      if @actor_command_window != nil
        @actor_command_window.active = false
        @actor_command_window.visible = false
        @actor_command_window.opacity = 0
      end
      @input_battler.blink = false if @input_battler != nil
    end
    @help_window.visible = false
    @help_window2.visible = false if @help_window2 != nil
    start_phase5_KGC_ActiveCountBattle
  end
end

#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def phase3_next_actor
    if KGC::ACB_SKILL_CHANT
      set_chant_time(@active_battler)
    else
      @action_battlers << @active_battler
    end
    @active_battler.blink = false
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.opacity = 0
    @input_battler = nil
    @actor_index = nil
    @active_battler = nil
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def set_chant_time(battler)
    chant = false
    if battler.current_action.kind == 1 &&
        battler.chant_gauge_max == 0
      skill = $data_skills[battler.current_action.skill_id]
      chant = skill.int_f >= KGC::ACB_CHANT_SKILL_INT_F &&
        skill.atk_f < KGC::ACB_NOT_CHANT_SKILL_ATK_F
    end
    if chant
      if KGC::ACB_CHANT_TIME[skill.id] != nil
        chant_time = KGC::ACB_CHANT_TIME[skill.id]
      elsif skill.power != 0
        chant_time = Math.sqrt(
          skill.sp_cost + skill.power.abs + [skill.int_f, 1].max) / 30
      else
        chant_time = Math.sqrt(skill.sp_cost + skill.int_f) / 20
      end
      chant_time *= $game_temp.turn_acb_count / 4
      battler.chant_gauge_max = Integer(chant_time)
      battler.acb_gauge = 0
    elsif KGC::ACB_CHANT_TIME[skill.id] != nil
      chant_time = KGC::ACB_CHANT_TIME[skill.id]
      chant_time *= $game_temp.turn_acb_count / 4
      battler.chant_gauge_max = Integer(chant_time)
      battler.acb_gauge = 0
    else
      @action_battlers << battler
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def phase3_prior_actor
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def command_input_cancel(delay = false)
    if @enemy_arrow != nil
      @enemy_arrow.dispose
      @enemy_arrow = nil
    end
    if @actor_arrow != nil
      @actor_arrow.dispose
      @actor_arrow = nil
    end
    if @skill_window != nil
      @skill_window.dispose
      @skill_window = nil
    end
    if @skill_group_window != nil
      @skill_group_window.dispose
      @skill_group_window = nil
    end
    if @item_window != nil
      @item_window.dispose
      @item_window = nil
    end
    @help_window.visible = false
    @help_window2.visible = false if $imported["HelpExtension"]
    if @actor_command_window != nil
      @actor_command_window.active = false
      @actor_command_window.visible = false
      @actor_command_window.opacity = 0
    end
    @input_battler.blink = false
    @input_battler.set_acb_gauge unless delay
    @input_battler = nil
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  unless $imported["SeparationCommand"]
  def phase3_setup_command_window
    @party_command_window.active = false
    @party_command_window.visible = false
    @actor_command_window.dispose if @actor_command_window != nil
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.x =
      [@active_battler.screen_x - 80, 640 - @actor_command_window.width].min
    @actor_command_window.index = 0
  end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_phase3_KGC_ActiveCountBattle update_phase3
  def update_phase3
    if @active_battler.current_action.forcing ||
        !@active_battler.inputable? ||
        @active_battler.restriction == 2 ||
        @active_battler.restriction == 3 ||
        !$game_party.actors.include?(@active_battler)
      if @active_battler.current_action.forcing ||
          @active_battler.restriction == 2 ||
          @active_battler.restriction == 3
        if @active_battler.restriction == 2 || @active_battler.restriction == 3
          @active_battler.current_action.kind = 0
          @active_battler.current_action.basic = 0
        end
        @action_battlers << @active_battler
      end
      command_input_cancel
      return
    end
    update_phase3_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_phase3_basic_command_KGC_ActiveCountBattle update_phase3_basic_command
  def update_phase3_basic_command
    if Input.trigger?(Input::X)
      $game_system.se_play($data_system.decision_se)
      @input_battlers << @active_battler
      @active_battler.blink = false
      if @actor_command_window != nil
        @actor_command_window.active = false
        @actor_command_window.visible = false
        @actor_command_window.opacity = 0
      end
      @input_battler = nil
      @actor_index = nil
      @active_battler = nil
      return
    end
    update_phase3_basic_command_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_phase3_enemy_select_KGC_ActiveCountBattle update_phase3_enemy_select
  def update_phase3_enemy_select
    enemy_none = true
    $game_troop.enemies.each { |enemy|
      unless enemy.dead?
        enemy_none = false
        break
      end
    }
    if enemy_none
      end_enemy_select
      return
    end
    update_phase3_enemy_select_KGC_ActiveCountBattle
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias start_enemy_select_KGC_ActiveCountBattle start_enemy_select
  def start_enemy_select
    enemy_none = true
    for enemy in $game_troop.enemies
      unless enemy.dead?
        enemy_none = false
        break
      end
    end
    if enemy_none
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    start_enemy_select_KGC_ActiveCountBattle
  end
end

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def start_phase4
    @phase4_step = 1
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  def update_phase4_step1
    @help_window.visible = false
    return if judge
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    if KGC::ACB_SLIP_DAMAGE == 0 && @active_battler.hp > 0 &&
        @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end
    if $imported["DelaySkill"] && @active_battler != nil
      for i in 0...@active_battler.delay_skill.size
        @active_battler.delay_skill[i][0] -= 1
      end
    end
    if @active_battler.current_action.kind == 0 &&
        @active_battler.current_action.basic == 3
      @phase4_step = 6
    else
      @phase4_step = 2
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias make_basic_action_result_KGC_ActiveCountBattle make_basic_action_result
  def make_basic_action_result
    make_basic_action_result_KGC_ActiveCountBattle
    if @active_battler.current_action.basic == 0
      dmg = 0
      for i in @active_battler.element_set.compact
        if $data_system.elements[i] =~ $game_special_elements["acb_delay"]
          dmg += $1.to_i
        end
      end
      if dmg > 0
        battlers = $game_party.actors + $game_troop.enemies
        @target_battlers.each { |target|
          next if !target.damage.is_a?(Numeric) || target.damage <= 0
          (0...battlers.size).each { |i|
            next if battlers[i] != target
            acb_dmg = $game_temp.turn_acb_count / 4
            if $game_special_elements["acb_delay_resist"] != nil
              acb_dmg *= target.element_rate($game_special_elements["acb_delay_resist"])
              acb_dmg /= 100
            end
            acb_dmg = [acb_dmg * dmg / 200, 0].max
            target.acb_gauge -= acb_dmg
            if !KGC::ACB_INVALID_DELAY_INPUT && target.is_a?(Game_Actor) &&
                target == @input_battler && target.acb_gauge < target.acb_max
              command_input_cancel(true)
            end
            @input_battlers.delete(target)
            @action_battlers.delete(target)
            break
          }
        }
      end
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias make_skill_action_result_KGC_ActiveCountBattle make_skill_action_result
  def make_skill_action_result
    make_skill_action_result_KGC_ActiveCountBattle
    dmg = 0
    @skill.element_set.compact.each { |i|
      if $data_system.elements[i] =~ $game_special_elements["acb_delay"]
        dmg += $1.to_i
      end
    }
    if dmg > 0
      battlers = $game_party.actors + $game_troop.enemies
      @target_battlers.each { |target|
        next if !target.damage.is_a?(Numeric) || target.damage <= 0
        (0...battlers.size).each { |i|
          next if battlers[i] != target
          acb_dmg = $game_temp.turn_acb_count / 4
          if $game_special_elements["acb_delay_resist"] != nil
            acb_dmg *= target.element_rate($game_special_elements["acb_delay_resist"])
            acb_dmg /= 100
          end
          acb_dmg = [acb_dmg * dmg / 200, 0].max
          target.acb_gauge -= acb_dmg
          if !KGC::ACB_INVALID_DELAY_INPUT && target.is_a?(Game_Actor) &&
              target == @input_battler && target.acb_gauge < target.acb_max
            command_input_cancel(true)
          end
          if target.acb_gauge < target.acb_max
            @input_battlers.delete(target)
            @action_battlers.delete(target)
          end
          break
        }
      }
    end
  end
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  alias update_phase4_step6_KGC_ActiveCountBattle update_phase4_step6
  def update_phase4_step6
    @help_window.reset
    update_phase4_step6_KGC_ActiveCountBattle
    if !$imported["CooperationSkill"] || !@cooperation_skill_exec
      setup_battle_event
      @action_battler.set_acb_gauge
      @action_battler.current_action.forcing = false
      @action_battler = nil
      judge
    end
  end
end


you will need the image attached on the Pictures folder, you can edit it.
Give a try and see if this one works with your script.

The HP/MP bars can be edited with one of the many scripts to edit the battle window out there.
yamina-chan
Looks nice enough, but it has two drawbacks. One: You don't have the option to run away from a battle. And I get an error even in a blank project which then crashes. Right at the end of the battle it shows this:
Atoa
To run you need to keep Z key pressed for a given time. And i fixed this bug.
And do it works with the script you wanted?
yamina-chan
I wish I could tell. Now it crashes right when I open the sample project.
Atoa
My mistake, i forget to add the KGC module xD
CODE
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")
Paste above the script and tell if it works.

EDIT: i tested it here and the SP display works fine.
yamina-chan
Well, it doesn't crash anymore, which is an improvement =) And it does work with the SP Popup, just as you said.
And I really appreciate your effort tring to help me. I honestly do.
It works in my game, but isn't really copatible with it if that makes any sense. If I try to center the battlers it will move all the information, such as Name, HP and so on, but the battlers and the ATB gauge stay where in their normal position. If I try to add any bars to the HP and SP (I have tried diffrent ways to do this) they will show up just fine, but should I get hit or use SP I'll suddenly have two numbers on top of each other which oddly enough display a diffrent value. I think, it's hard to tell becuase you can't read either one. Once my Battle Result window shows up (which is also a script) the atb will still be displayed.
Trying to change to a diffrent system seems to do exactly what I feared it would: one problem get's solved but a bunch of new ones show up. And I refuse to keep asking for correction after correction, I can not and will not be that greedy.
Atoa
Well, but let us think one thing: wich is a easier request?
- Make compatible two scripts, considering that one of them is completely outadated
- Change de position o a couple of bars?

Also this bug in the display... wich script are you using to center the battlers?

QUOTE
Trying to change to a diffrent system seems to do exactly what I feared it would: one problem get's solved but a bunch of new ones show up.
it's better have to kill 100 slimes, than a single behemoth =P

I will try to make a add on to center the battlers and the bars correctly.

Also you should stat all scripts you using, i've suggested the script change based on the demo you attched on the topic. if there's a lot of other scripts that might conflict with it... then you should state them.
yamina-chan
QUOTE
it's better have to kill 100 slimes, than a single behemoth =P

But killing 100 slimes would probably take way longer...I admit I know next to nothing about scripting, maybe enough to make some slight edits but that's about it so I was hoping that finding a patch or a small coding conflict would not be that hard for those who do understand these things.

I did not post the other scripts I am using for a reason. When i made this thread I decided that should any kind of help not be compatible with what I have and eventually cause more problems, I would give up on the SP Popup script for this project alltogehter. Without it everything works fine after all.
I think I have said that before but I can't be so selfish to keep asking for help and solutions again and again...and again which is likely to happen if you have to take a certain amount of scripts into account. I allready felt bad about having three in the sample I uploaded.

If it turnes out that you really need to kill the 100 slimes as you put it to get the same reward - let's call it item for the sake of this metaphor - that you would get for beeting the behemoth, and the only one who will eventually be able to recive that item would be me but not you while you had all the work, then quite frankly I'd say leave that treasure where it is, I can live without it.
I am quite certain that you have your own projects to work on and I wold hate to steal even more of your time if it turnes out that it would be quite a bit.
If you with your experience in the way of scripting can tell me that it would be complicated to find a patchlike thing such as requested in the first post of this thread then I will kindly thank you for spending all that precious time tring to help me and I will consider this question of mine as settled with the result of disclaiming the use of the second script.
I would feel bad tough if all your effort results in nothing -which it does not, but it kind of feals that way- so I'd happily help you with something in return if I can. Or at least try. I have not mastered any of the skills I possess not doing anything seems unfait to me.

(On a sidenote: should there be any mistakes in this post, I apologize. It's past 4am right now and I wouldn't put it past my imagination to mess something up.)
Atoa
QUOTE
I am quite certain that you have your own projects to work on and I wold hate to steal even more of your time if it turnes out that it would be quite a bit.
in fact this route is the less efortless for me, as i can simply look and make 5 minutes adjustment during the breaks of whatever i'm doing (wich in this case is playing Pesona 2 PSP *-*)
Trying to fix the compatibility issue that would require me to stop everything i'm doing to focus on it.

The main fact is: at last by now, all errors that poped we know the cause, and knowing the cause the fix is easy. I take a fast look on the other script and i couldn't see any evident cause for the error, so it would be a more deep study of the script... wich i really don't want to do.

QUOTE
But killing 100 slimes would probably take way longer...

Try telling it to Aluxes at level 1 =P

But well it's your call, you can try your luck and hope for someone to fix the other script.

With more detailed info and the other scripts i can fix it really fast since they're small adjustment anyway.
yamina-chan
Reading countless lines of codes would be the easier way? Really?
Sounds strange to me but then again, I don't know how you work. I trust your knowledge on that area when you say they are small adjustments and it would be easier to do that then finding a patch. And if it is not as much work as I feared it would be, then I will copy the scripts over to an other samle and send it to you in a PM. I don't want to post it on the forums since it includes a script that i promised I would not share since it was custommade for a project of someone else who allowed me to use in under the conditions that i would not release my project before him. (Which is also a reason why I did not post all scripts together at first.)
If it turns out that it would be to much work after all, please say so =)
yamina-chan
It was solved diffrently then originally planed, but I consider this problem solved anyway. Thanks for the help once again.
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