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[Conversion Request] Blackmorning's Titles for VX [VX to Ace]

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**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony

Script : Titles for VX, by Blackmorning

I really need this script for my game now.

I really hope somepony out there can port this for me because I need it.

Spoiler for:
Code: [Select]
#==============================================================================
# ** Titles for VX, by Blackmorning
#==============================================================================
# originally released 15/07/09
#==============================================================================
# Updated:
#==============================================================================
# 20/10/11
# -typos fixed
# -demo updated
# 14/10/11
# -cleaned up a few things, fixed a visual issue with stat changes (thx to Blood-RedItspooki)
# 28/09/10
# -added title description (only when calling Scene_Actor_Titles)
# 21/08/10
# -fixed bug with scene_actor_titles
# -fixed some issues and made more compatible with YERD SceneStatus Redux
# -added titles to end of name
# -stat change values visible when changing titles
# Idea from Eternal Symphony Scripters Team's Raise stats when Level UP by Base Job. V 1.0
#==============================================================================
=begin
call script:

Scene_Actor_Titles.new(actor_index)

-add titles to actors
  add_title(actor_id, title_id)
example
  add_title(4, 2)
adds title 2 to actor 4 

-check if title in list and assigns it to a switch
  check_titles(actor_id, title_id, switch)
example
  check_titles(4, 2, 5)
checks if actor 4 has title 2 and puts answer in switch 5
can be used without switch_id

-check actor title size and assigns it to a variable
  actor_title_list_size(actor_id, variable_id)
example 
  actor_title_list_size(4, 10)
checks title list size for actor 4 and puts answer in variable 10


=end
module BM
module TITLES
  Call_title = "Titles"
  #Name of the title
  TITLE_NAMES = {
    0 => "Normal",
    # format: title_id => "Title name"
    1 => "Noble Were",
    2 => "Smart Girl",
    3 => "Agile Girl",
  # Add more titles as you like
  }# don't remove
 
  # Add more titles as you like
 
  #Description of the title
  # will be blink if not listed
  TITLE_DESC = {# do not remove
    1 => "Those weres of noble birth",
    2 => "A girl with extra smarts",
    3 => "A girl with better agility",

  }# do not remove 
 
  COSTUMES ={
    #title_id => ["Character Name", Character Index],
    21 => ["Animal",6],
 
  }#do not remove
   
  CHANGE_STATS = true
  #titles can add or subtract from the base stats
  # will be 0 if not listed
  BASE_STAT_CHANGE = {# do not remove
  #title_id    Hp  Mp Atk Def  Int  Agi
#        1 => [ 0,  0,  0,  0,  0,   0],
#        2 => [ 0,  0,  0,  0,  0,   10],
#        3 => [10,  0,  0,  0,  0,   0],
#        4 => [ 0,  0,  0,  0,  0,   -10],
#        5 => [ 0,  0,  0,  0,  0,   10],
#        6 => [ 0,  0,  0,  5,  2,   0],
#        7 => [ 0,  0,  10,  -5,  -5,   -5],
         2 => [ 0,  0,  0,  0,  15,   0],
         3 => [ 0,  0,  0,  0,  0,   15],
  }# do not remove
 
  CHANGE_LEVELUP = false
  #titles can add or subtract from stats during level up
  # will be 0 if not listed
  LEVELUP_BONUS = { # do not remove
  #title_id    Hp  Mp Atk Def  Int  Agi
         1 => [40,  0,  0,  5,  0,   0],
         2 => [ 0,  0,  0,  0,  0,   5],
         3 => [50,  0,  0,  0,  0,   0],
         4 => [10,  0,  0,  0,  0,   0],
         5 => [ 0,  0,  0,  0,  0,   2],
         6 => [ 0,  0,  0,  2,  0,   0],
         
  }# do not remove
 
  # Title that actor starts with
  # format actor_id => title_id
  STARTING_TITLE = {# do not remove
    0 => 0,  #default if actor not assigned
    9 => 1,
    # Add more actors as you like
 
 
  }# do not remove
 
  # show title in status window
  OPTIONS={
    :show_in_status => true,
    :show_after_name => false,
    #location of actor's title
    :titles_x => 0,
    :titles_y => 350,
    # show stat change number (ie HP +10, MP -2)
    :show_stat_change => true,
    # key to press to change titles
    :titles_key => Input::X,
  }# do not remove
 
  WINDOW_OPTIONS = {
    # horizontal location of pick titles window
    :win_x => 80,
    # vertical location of pick titles window
    # :win_pos => 0  bottom
    # :win_pos => 1  top
    :win_pos => 1,
    # width of pick titles window
    :win_width => 160,
    # width of pick titles stats window
    :win_stat_width => 100,
  }# do not remove
 
  end
end
#===============================================================================
# No touching unless you know what you're doing!!
#===============================================================================
$imported = {} if $imported == nil
$imported["titles"] = true

if $imported["SceneStatusReDux"]
module YE::REDUX::STATUS
  IMPORTED_COMMANDS[400] = [false,    0, BM::TITLES::Call_title, "Scene_Actor_Titles"]
end
end
#===============================================================================
class Game_Interpreter
  include BM::TITLES
end
module BM::TITLES
  module_function
  #--------------------------------------------------------------------------
  def add_title(actor_id, title_id)
    $game_actors[actor_id].title_list(title_id)
  end
  #--------------------------------------------------------------------------
  def check_titles(actor_id, title_id, switch_id = nil)
    in_list = $game_actors[actor_id].title_list.include?(title_id)
    $game_switches[switch_id] = in_list if switch_id > 0
    return in_list
  end
  #--------------------------------------------------------------------------
  def actor_title_list_size(actor, variable_id = 0)
    title_list = $game_actors[actor].title_list
    $game_variables[variable_id] = title_list.size if variable_id > 0
    return title_list
  end
end


#===============================================================================
# Game_actor
#===============================================================================
class Game_Actor < Game_Battler
  attr_accessor :title_name
  attr_accessor :title_id
  #-----------------------------------------------------------------------------
  alias titles_setup setup unless $@
  #-----------------------------------------------------------------------------
  def setup(actor_id)
    titles_setup(actor_id)
    @title_names = Array.new
    @title_list = Array.new
    if BM::TITLES::STARTING_TITLE.include?(actor_id)
      @title_id = BM::TITLES::STARTING_TITLE[@actor_id]
    else
      @title_id = BM::TITLES::STARTING_TITLE[0]
    end
  end
  #-----------------------------------------------------------------------------
  def title_name
    return BM::TITLES::TITLE_NAMES[@title_id]
  end
  #-----------------------------------------------------------------------------
  def title_id=(new_id)
    @title_id = new_id
    if BM::TITLES::COSTUMES.include?(new_id)
      pic_name = BM::TITLES::COSTUMES[new_id][0]
      index = BM::TITLES::COSTUMES[new_id][1]
      $game_actors[@actor_id].set_graphic(pic_name, index, @face_name, @face_index)
      $game_player.refresh
    end
    return @title_id
  end
  #-----------------------------------------------------------------------------
  def title_list(id = nil)
    result = @title_list
    result << @title_id #adds current title equipped
    if id != nil #adds new title
      result << id
    end
    result.uniq! # remove all duplicates
    return result
  end
  #-----------------------------------------------------------------------------
  def base_stat_title_change(type, title = @title_id)
    if BM::TITLES::CHANGE_STATS and BM::TITLES::BASE_STAT_CHANGE.include?(title)
      amount = BM::TITLES::BASE_STAT_CHANGE[title][type]
    else
      amount = 0
    end
    return Integer(amount)
  end
  #============================================================================#
  # * Change Parameters based on Title                                         #
  #============================================================================#
  alias title_base_maxhp base_maxhp unless $@
  #--------------------------------------------------------------------------
  def base_maxhp
    n = title_base_maxhp
    n += base_stat_title_change(0)
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  # * Get basic Maximum MP
  #--------------------------------------------------------------------------
  alias title_base_maxmp base_maxmp unless $@
  def base_maxmp
    n = title_base_maxmp
    n += base_stat_title_change(1)
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  alias title_base_atk base_atk unless $@
  #--------------------------------------------------------------------------
  def base_atk
    n = title_base_atk
    n += base_stat_title_change(2)
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  alias title_base_def base_def unless $@
  #--------------------------------------------------------------------------
  def base_def
    n = title_base_def
    n += base_stat_title_change(3)
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  alias title_base_spi base_spi unless $@
  #--------------------------------------------------------------------------
  def base_spi
    n = title_base_spi
    n += base_stat_title_change(4)
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  alias title_base_agi base_agi unless $@
  #--------------------------------------------------------------------------
  def base_agi
    n = title_base_agi
    n += base_stat_title_change(5)
    return Integer(n)
  end
  #---------------------------------------------------------------------------
  alias title_levelup level_up unless $@
  #---------------------------------------------------------------------------
  def level_up
    title_levelup
    id = @title_id
    if BM::TITLES::CHANGE_LEVELUP && BM::TITLES::LEVELUP_BONUS.include?(id)
      self.maxhp += BM::TITLES::LEVELUP_BONUS[id][0]
      self.maxmp += BM::TITLES::LEVELUP_BONUS[id][1]
      self.atk += BM::TITLES::LEVELUP_BONUS[id][2]
      self.def += BM::TITLES::LEVELUP_BONUS[id][3]
      self.spi += BM::TITLES::LEVELUP_BONUS[id][4]
      self.agi += BM::TITLES::LEVELUP_BONUS[id][5]
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Status
#-------------------------------------------------------------------------------
class Window_Status < Window_Base
  if BM::TITLES::OPTIONS[:show_in_status]
    if BM::TITLES::OPTIONS[:show_after_name] == false or $imported["SceneStatusReDux"]
      #-----------------------------------------------------------------------------
      alias titles_refresh refresh unless $@
      #-----------------------------------------------------------------------------
      def refresh
        titles_refresh
        x = BM::TITLES::OPTIONS[:titles_x]
        y = BM::TITLES::OPTIONS[:titles_y]
        self.contents.font.color = normal_color
        draw_actor_title(@actor, x, y)
      end
      #-----------------------------------------------------------------------------
      def draw_actor_title(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 80, WLH, "Title: ", 2)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 80, y, 108, WLH, actor.title_name)
      end
      #-----------------------------------------------------------------------------
    elsif BM::TITLES::OPTIONS[:show_after_name]
      def draw_actor_name(actor, x, y)
        self.contents.font.color = hp_color(actor)
        self.contents.draw_text(x, y, 220, WLH, "#{actor.name} the #{actor.title_name}")
      end
      #-----------------------------------------------------------------------------
      alias titlesdraw_actor_class draw_actor_class unless $@
      #-----------------------------------------------------------------------------
      def draw_actor_class(actor, x, y)
        titlesdraw_actor_class(actor, x + 160, y)
      end
    end
  end
end
#==============================================================================
# Window_Titles_Stats
#==============================================================================
class Window_Titles_Stats < Window_Base
  def initialize(actor_index)
    height = 32 + WLH * 6
    super(0, 0, BM::TITLES::WINDOW_OPTIONS[:win_stat_width], height)
    self.z = 1000
    @actor = $game_party.members[actor_index]
    refresh(@actor)
  end
  #--------------------------------------------------------------------------
  def refresh(actor, clone = nil)
    self.contents.clear
    @actor = actor
    @clone = clone
    stats_compare(@actor, @clone)
  end
  #-------------------------------------------------------------------------- 
  def stats_compare(actor, clone = nil)
    return if clone == nil
    x = 0; y = 0
    w = self.contents.width 
    for i in 0..5
      case i
      when 0
        vocab = Vocab.hp
      when 1
        vocab = Vocab.mp
      when 2
        vocab = Vocab.atk
      when 3
        vocab = Vocab.def
      when 4
        vocab = Vocab.spi
      when 5
        vocab = Vocab.agi
      end
      if clone == nil
        self.contents.draw_text(x, y, w, WLH, vocab)
      else
        value1 = clone[i]
        value2 = actor.base_stat_title_change(i)
        difference = value1 - value2
        text = "+#{difference}" if difference > 0
        text = "---" if difference == 0
        self.contents.font.color = normal_color if BM::TITLES::OPTIONS[:show_stat_change]
        parameter_color(value1, value2) unless BM::TITLES::OPTIONS[:show_stat_change]
        self.contents.draw_text(x, y, w, WLH, vocab)
        parameter_color(value1, value2)
        self.contents.draw_text(x, y, w, WLH, text, 2) if BM::TITLES::OPTIONS[:show_stat_change]
      end
      y += WLH
    end
  end
  #--------------------------------------------------------------------------
  def parameter_color(value1, value2)
    if value1 > value2
      self.contents.font.color = power_up_color
    elsif value1 < value2
      self.contents.font.color = power_down_color
    else
      self.contents.font.color = normal_color
    end
  end
end
#==============================================================================
# Scene_Status
#==============================================================================
class Scene_Status < Scene_Base
  #--------------------------------------------------------------------------
  alias titles_initialize initialize unless $@
  #--------------------------------------------------------------------------
  def initialize(*args)
    titles_initialize(*args)
    @actor = $game_party.members[@actor_index]
    @titles_list_window = Window_Titles_List.new(@actor_index)
    @titles_list_window.x = BM::TITLES::WINDOW_OPTIONS[:win_x]   
    @titles_stat_window = Window_Titles_Stats.new(@actor_index)
    @titles_list_window.y = Graphics.height - @titles_list_window.height if BM::TITLES::WINDOW_OPTIONS[:win_pos] == 0
    @titles_stat_window.y = @titles_list_window.y
    @titles_stat_window.x = @titles_list_window.x + @titles_list_window.width
    hide_titles
  end
  #--------------------------------------------------------------------------
  alias titles_terminate terminate unless $@
  #--------------------------------------------------------------------------
  def terminate
    titles_terminate
    @titles_list_window.dispose
    @titles_stat_window.dispose
  end
  #--------------------------------------------------------------------------
  def clone_actor
    temp_actor = @actor.clone
    temp_actor.title_id = (@actor.title_list[@titles_list_window.index])
    chp = temp_actor.base_stat_title_change(0)
    cmp = temp_actor.base_stat_title_change(1)
    catk = temp_actor.base_stat_title_change(2)
    cdef = temp_actor.base_stat_title_change(3)
    cspi = temp_actor.base_stat_title_change(4)
    cagi = temp_actor.base_stat_title_change(5)
    @array = [chp,cmp,catk,cdef,cspi,cagi]
  end
  #--------------------------------------------------------------------------
  alias titles_update update unless $@
  #--------------------------------------------------------------------------
  def update
    super
    clone_actor
    @titles_list_window.update
    @titles_stat_window.refresh(@actor, @array)
    if @titles_list_window.active
      if Input.trigger?(BM::TITLES::OPTIONS[:titles_key])
        hide_titles
      elsif Input.trigger?(Input::C)
        if @actor.title_id == (@actor.title_list[@titles_list_window.index])
          Sound.play_buzzer
          return
        else
          Sound.play_decision
          @actor.title_id=(@actor.title_list[@titles_list_window.index])
          @status_window.refresh
          @titles_list_window.refresh
          @titles_stat_window.refresh(@actor, @array)
          return
        end
      elsif Input.trigger?(Input::B)
        hide_titles
      end
    elsif Input.trigger?(BM::TITLES::OPTIONS[:titles_key])
      show_titles
    else
      titles_update
    end
  end
  #--------------------------------------------------------------------------
  def hide_titles
    if $imported["SceneStatusReDux"] && @command_window != nil
      @command_window.active = true
    end
    @titles_list_window.active = false
    @titles_list_window.visible = false
    @titles_stat_window.visible = false
  end 
  #--------------------------------------------------------------------------
  def show_titles
    if $imported["SceneStatusReDux"]
      @command_window.active = false
    end
    @titles_list_window.active = true
    @titles_list_window.visible = true
    @titles_stat_window.visible = true
    @titles_stat_window.back_opacity = 255
    @titles_list_window.back_opacity = 255
  end
end
#============================================================================
class Window_Titles_List < Window_Command
  def initialize(actor_index)
    @actor = $game_party.members[actor_index]
    @commands = @actor.title_list
    super(BM::TITLES::WINDOW_OPTIONS[:win_width], @commands)
    self.z = 1000
  end
  #--------------------------------------------------------------------------
  # * Whether or not to display in enabled state
  #     item : item
  #--------------------------------------------------------------------------
  def selected?(title)
    return true if @actor.title_name != title
    return false
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index   : item number
  #     enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index)
    title = BM::TITLES::TITLE_NAMES[@commands[index]]
    return if title == nil
    selected = selected?(title)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = selected ? 255 : 128
    self.contents.draw_text(rect, title)
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    index = @actor.title_list[@index]
    text = BM::TITLES::TITLE_DESC[index]
    @help_window.set_text(text == nil ? "" : text)
  end
end
#==============================================================================
class Scene_Actor_Titles < Scene_Base
  def initialize(actor_index)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @top_window = Window_Base.new(0,0,Graphics.width, 56)
    @top_window.contents.draw_text(0,0,Graphics.width-32,24,BM::TITLES::Call_title,1)
   
    @help_window = Window_Help.new
    @help_window.y = Graphics.height-56
   
    @titles_list_window = Window_Titles_List.new(@actor_index)
    @titles_list_window.active = true
    @titles_list_window.z = 120
    @titles_list_window.x = 0
    @titles_list_window.y = 56
    @titles_list_window.height = Graphics.height-56*2
    @titles_list_window.help_window = @help_window
   
    @titles_stat_window = Window_Titles_Stats.new(@actor_index)
    @titles_stat_window.z = 120
    @titles_stat_window.width = Graphics.width - @titles_list_window.width
    @titles_stat_window.x = @titles_list_window.width
    @titles_stat_window.y = @titles_list_window.y
    @titles_stat_window.height = @titles_list_window.height
  end
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @top_window.dispose
    @titles_list_window.dispose
    @titles_stat_window.dispose
    @help_window.dispose
  end
  #--------------------------------------------------------------------------
  def clone_actor
    temp_actor = @actor.clone
    temp_actor.title_id=(@actor.title_list[@titles_list_window.index])
    chp = temp_actor.base_stat_title_change(0)
    cmp = temp_actor.base_stat_title_change(1)
    catk = temp_actor.base_stat_title_change(2)
    cdef = temp_actor.base_stat_title_change(3)
    cspi = temp_actor.base_stat_title_change(4)
    cagi = temp_actor.base_stat_title_change(5)
    @array = [chp,cmp,catk,cdef,cspi,cagi]
  end
  #--------------------------------------------------------------------------
  def update
    super
    clone_actor
    @titles_list_window.update
    @titles_stat_window.refresh(@actor, @array)
    if Input.trigger?(BM::TITLES::OPTIONS[:titles_key]) or Input.trigger?(Input::B)
      return_scene
    elsif Input.trigger?(Input::C)
      if @actor.title_id == (@actor.title_list[@titles_list_window.index])
        Sound.play_buzzer
        return
      else
        Sound.play_decision
        @actor.title_id=(@actor.title_list[@titles_list_window.index])
        @titles_list_window.refresh
        @titles_stat_window.refresh(@actor, @array)
        return
      end
    elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
      next_actor
    elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
      prev_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Switch to Next Actor Screen
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Actor_Titles.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Switch to Previous Actor Screen
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Actor_Titles.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  def return_scene
    if $imported["SceneStatusReDux"] and $game_temp.status_menu_flag
      $scene = Scene_Status.new(@actor_index, $game_temp.status_menu_index)
    elsif
      $scene = Scene_Map.new
    end
  end       
end

 
   

Thank you for your time and energy. *smile*

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**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony

Anypony?

Please?

I really need this one.

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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony
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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

*
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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
I'll try to do something. I coded a toaster once.

Edit: Never mind. I have no clue what I'm doing. Carry on.
« Last Edit: April 22, 2013, 01:05:33 AM by Boe »
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**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony

Oh come on, isn't there anyone willing to do this n-ow?



« Last Edit: July 24, 2013, 08:08:04 PM by Neko Hibiki »
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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

*
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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
I can't do it right now, but I can look at it later. \
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****
Rep:
Level 43
Somewhat got a project? (\รด/)
GIAW 14: ParticipantParticipant - GIAW 11
Why you wouldn't use RPG Maker VX, if that one is a easier option?
Well I guess you can use the classes as a option for titles to characters. I'm sorry I couldn't help you with this script, because I really got no idea of how to script. /)

**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony
*Sigh*

No one's willing to do this any.

Well...

*Flashes around money*

I'm willing to pay for good results.

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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

*
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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
No one's willing to do this any.

I'm willing, I just don't really know how to script. I kinda know how they work, but this isn't making any sense.

Also, I can't find the original posting of the script. That would help.
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**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony

I'm willing, I just don't really know how to script. I kinda know how they work, but this isn't making any sense.

Also, I can't find the original posting of the script. That would help.

Here : http://www.rpgmakervx.net/index.php?showtopic=17190&st=0&p=148728&#entry148728

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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

**
Rep:
Level 74
RMRK Junior - - Cute Pegasus Pony

And no one cares anymore, do they?

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Signature

If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!!

- Nightgazer Starlight, Loyal Servant of The Royal Pony Sisters Princess Celestia and Princess Luna... Forever Equestria!

*
A-pow 2015
Rep:
Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
If it's any consolation, I never cared in the first place :V





j/k, sorry I can't help. Have you tried contacting the original script's author?

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
I don't know if you're still around, but Blackmorning did make this script for VX Ace and has posted that script along with some others in the Database: Blackmorning Scripts.