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Need Help: Battle Bar Issues

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**
Rep: +0/-0Level 87
Hey! I saw the script posted in the thread: Topic: HP/SP/EXP Bars by Tsunokiette

I saw the last post in the thread was in 2006 so I didn't want to bump the topic. I've been having problems getting the script to work at all. Any help is appreciated if anyone has gotten it to work and could explain how or what exactly they did.

Thanks,

-David

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
It made the bars in the battle look GREAAT:

http://rmrk.net/index.php/topic,8907.0.html

If you can't get his to work, blizz's tons of add on's has it as well.


also what was the issue?
Watch out for: HaloOfTheSun

**
Rep: +0/-0Level 87
Oh I saw that but I couldn't make sense out of it.  ;8  Don't laugh please. ><

The issue was the bars just didn't appear at all.

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
whoops I made a mistake, that is not for the battle system.
Watch out for: HaloOfTheSun

**
Rep: +0/-0Level 87
Hm so do you know how to get the battle system one to work?

PS: I've got SDK 1.3 I think and can't find 1.5 anywhere. Can you post a link?

**
Rep: +0/-0Level 87
Found a nice script on another website. Here it is incase anyone else has problems and needs one:

Spoiler for:
Code: [Select]
# HP/SP/EXPƒQ[ƒW•\Ž¦ƒXƒNƒŠƒvƒg Ver 1.00
# ”z•zŒ³EƒTƒ|[ƒgURL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ¡ Game_Actor
#------------------------------------------------------------------------------
# @ƒAƒNƒ^[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚ÅŽg—p‚³‚êAGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚àŽQÆ‚³‚ê‚Ü‚·B
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#==============================================================================
# ¡ Window_Base
#------------------------------------------------------------------------------
# @ƒQ[ƒ€’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X[ƒp[ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # œ HP ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_hpsp ‚Æ–¼‘O•ÏX
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
    # plus_width:•‚̕␳ rate_width:•‚̕␳(%) height:c•
    # align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
    # align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
    # align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
    # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
    grade1 = 1
    grade2 = 0
    # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
    # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
    # •Ï”sp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
    if actor.maxhp != 0
      hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
    else
      hp = 0
    end
    # ƒQ[ƒW‚Ì•`‰æ
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, hp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚яo‚µ
    draw_actor_hp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # œ SP ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_hpsp ‚Æ–¼‘O•ÏX
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # •Ï”rate‚É Œ»Ý‚ÌSP/MSP‚ð‘ã“ü
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end
    # plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
    # plus_width:•‚̕␳ rate_width:•‚̕␳(%) height:c•
    # align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
    # align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
    # align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
    # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
    grade1 = 1
    grade2 = 0
    # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
    # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(0, 64, 0, 192)
    color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # •Ï”sp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
    if actor.maxsp != 0
      sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
    else
      sp = (width + plus_width) * rate_width / 100
    end
    # ƒQ[ƒW‚Ì•`‰æ
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, sp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æˆ—‚ðŒÄ‚яo‚µ
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # œ EXP ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_hpsp ‚Æ–¼‘O•ÏX
  alias :draw_actor_exp_hpsp :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    # •Ï”rate‚É Œ»Ý‚Ìexp/nextexp‚ð‘ã“ü
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
    # plus_width:•‚̕␳ rate_width:•‚̕␳(%) height:c•
    # align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
    # align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
    # align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
    # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
    grade1 = 1
    grade2 = 0
    # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
    # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # •Ï”exp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
    if actor.next_exp != 0
      exp = (width + plus_width) * actor.now_exp * rate_width /
                                                          100 / actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    # ƒQ[ƒW‚Ì•`‰æ
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, exp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æˆ—‚ðŒÄ‚яo‚µ
    draw_actor_exp_hpsp(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # œ ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    # ˜g•`‰æ
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    # ‹óƒQ[ƒW‚Ì•`‰æ
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    # ŽÀƒQ[ƒW‚Ì•`‰æ
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

#------------------------------------------------------------------------------
# @BitmapƒNƒ‰ƒX‚ɐV‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚·B
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # œ ‹éŒ`‚ðƒOƒ‰ƒf[ƒVƒ‡ƒ“•\Ž¦
  #     color1 : ƒXƒ^[ƒgƒJƒ‰[
  #     color2 : ƒGƒ“ƒhƒJƒ‰[
  #     align  :  0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
  #               1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
  #               2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“iŒƒd‚ɂ‚«’ˆÓj
  #--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red   = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

#==============================================================================
# ¡ Spriteƒ‚ƒWƒ…[ƒ‹
#------------------------------------------------------------------------------
# @ƒAƒjƒ[ƒVƒ‡ƒ“‚ÌŠÇ—‚ðs‚¤ƒ‚ƒWƒ…[ƒ‹‚Å‚·B
#==============================================================================

module RPG
  class Sprite < ::Sprite
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80 + self.viewport.ox
      @_damage_sprite.oy = 20 + self.viewport.oy
      @_damage_sprite.x = self.x + self.viewport.rect.x
      @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x + self.viewport.rect.x -
                      self.ox + self.src_rect.width / 2
          sprite.y = self.y + self.viewport.rect.y -
                      self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
  end
end


Original source I found it at: http://www.neoseeker.com/forums/index.php?fn=view_thread&t=583134

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Rep:
Level 88
Thanks for posting that.
It looks really nice.