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Simple HUD (Heads Up Display)

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**
Rep: +0/-0Level 85
online portfolio at http://denzelsoto.com
so if your did an error
so what i did was different?
what did you do?
and the @ and $ thinggy has an error
with
    Shud_window = Window_HUD.new

**
Rep: +0/-0Level 85
online portfolio at http://denzelsoto.com
im sorry
my mistake i used S instead of $
but it still doesn't work

*******
Rep:
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Returned from the dead.
I did exactly what you did.

I can't help at the moment, sorry. :-\ I'll get back to you once I've discovered the cause.
Sincerely,
Your conscience.

**
Rep: +0/-0Level 84
I like chocolate :P
Okay, I'm having a problem.  My game starts inside a cave, and as soon as I leave the cave, the game locks up so all it does is play the waterfall sound effect.

*******
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First off, remove my script from the game to check if it's that that's causing the problem. If it is, tell me, and I'll look into it.
Sincerely,
Your conscience.

**
Rep: +0/-0Level 84
I like chocolate :P
Okay, I took the script out and that didn't fix it, but then I took the waterfall sound out and that did.  It wasn't really needed, anyway.  Thanks!

*******
Rep:
Level 90
Returned from the dead.
Fair enough then, glad it works now. ^_^
Sincerely,
Your conscience.

*
Rep: +0/-0Level 83
i'd like to know how to change the location to
HP hp/maxhp
(of course hp is the main actor's hp and haxhp is his max HP
and replace the play time with
SP sp/maxsp

so it looks like

HP 600/1000
SP 500/500

with the gold still toggle on/off-able.

Can someone please post that script or tell me how to do it?

P.S. IM A NOOB

*******
Rep:
Level 90
Returned from the dead.
Spoiler for:
Code: [Select]
#==============================================
#                  Simple HUD
#                   Ver. 1.2
#                    By Rune
#==============================================
# If you want to allow gold to be toggled,
# set $TOG_GOLD to true, otherwise leave it
# on false. To allow or disallow in-game, use
# a call script command:
#==============
# $TOG_GOLD = true/false
# return true
#==============
# Set to true to allow, set to false to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to stop the player from toggling
# the window on or off, change $FORCE_DISPLAY
# to true. Otherwise, set it to false.
# To allow/disallow toggle in-game, use a call
# script command:
#==============
# $FORCE_DISPLAY = true/false
# return true
#==============
# Set to false to allow, set to true to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to display gold, set $GOLD to
# true. Otherwise, set it to false.
# To change in-game, Use a call script command:
#==============
# $GOLD = true/false
# return true
#==============
# Set to true to display, set to false to hide
#==============================================
$FORCE_DISPLAY = false
$TOG_GOLD = true
$GOLD = true
$CHAR = 0 # Use the technique described above
          # to change this if you are changing
          # character in-game. Starts from 0
          #(Arshes = 0, Basil = 1, etc)

class Window_HUD < Window_Base
  def initialize
    if $GOLD == true
      super(0, 0, 192, 128)
    elsif $GOLD != true
      super(0, 0, 192, 96)
    end
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_hp($game_party.actors[$CHAR], 4, 0)
    draw_actor_sp($game_party.actors[$CHAR], 4, 32)
    if $GOLD == true
      cx = contents.text_size($data_system.words.gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 64, 120-cx-2, 32, $game_party.gold.to_s, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(124-cx, 64, cx, 32, $data_system.words.gold, 2)
    elsif $GOLD != true
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HUD window
    @hud_window = Window_HUD.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of HUD window
    @hud_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # Update HUD window
    @hud_window.refresh
    # If L (Default Q) button is pressed
    if $FORCE_DISPLAY == false
      if Input.trigger?(Input::L) and @hud_window.visible == true
        @hud_window.visible = false
        return
      end
      if Input.trigger?(Input::L) and @hud_window.visible != true
        @hud_window.visible = true
        return
      end
    elsif $FORCE_DISPLAY != false
      if Input.trigger?(Input::L)
      end
    end
    # If R (Default W) button is pressed
    if $TOG_GOLD == true
      if Input.trigger?(Input::R) and $GOLD == true
        $GOLD = false
        @hud_window.height = 96
        @hud_window.refresh
        return
      end
      if Input.trigger?(Input::R) and $GOLD != true
        $GOLD = true
        @hud_window.height = 128
        @hud_window.refresh
        return
      end
    elsif $TOG_GOLD != true
      if Input.trigger?(Input::R)
      end
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end

Doneded. Should be plug n' play. There's a nice little note I added underneath the instructions that I think you may want to look at ;)

Have fun, kiddies
Sincerely,
Your conscience.

**
Rep: +0/-0Level 83
lol  thanks I'm like it.

**
Rep:
Level 83
Yes.
Could you please just make a version that shows the area only in the upper right, and HP/SP in the upper left? Or the other way around?
« Last Edit: May 10, 2009, 12:55:24 AM by Owlsey »

*******
Rep:
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Returned from the dead.
Shouldn't be a problem. I'll get onto it now.

~Edit;

Spoiler for:
Code: [Select]
#==============================================
#                  Simple HUD
#                   Ver. 1.2
#                    By Rune
#==============================================
# If you wish to stop the player from toggling
# the window on or off, change $FORCE_DISPLAY
# to true. Otherwise, set it to false.
# To allow/disallow toggle in-game, use a call
# script command:
#==============
# $FORCE_DISPLAY = true/false
# return true
#==============
# Set to false to allow, set to true to
# disallow.
#==============================================
$FORCE_DISPLAY = false
$CHAR = 0 # Use the technique described above
          # to change this if you are changing
          # character in-game. Starts from 0
          # (Arshes = 0, Basil = 1, etc)

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_HPSP < Window_Base
  def initialize
    super(448, 0, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_hp($game_party.actors[$CHAR], 4, 0)
    draw_actor_sp($game_party.actors[$CHAR], 4, 32)
  end
end

class Window_Loc < Window_Base
  def initialize
    super(0, 0, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 160, 32, "Location")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    self.contents.draw_text(0, 32, 160, 32, name, 1)
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HP/SP window
    @hpsp_window = Window_HPSP.new
    # Make Location window
    @loc_window = Window_Loc.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of HP/SP window
    @hpsp_window.dispose
    # Dispose of Location window
    @loc_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # Update HP/SP window
    @hpsp_window.refresh
    # Update Location window
    @loc_window.refresh
    # If L (Default Q) button is pressed
    if $FORCE_DISPLAY == false
      if Input.trigger?(Input::L) and @hpsp_window.visible == true
        @hpsp_window.visible = false
        @loc_window.visible = false
        return
      end
      if Input.trigger?(Input::L) and @hpsp_window.visible != true
        @hpsp_window.visible = true
        @loc_window.visible = true
        return
      end
    elsif $FORCE_DISPLAY != false
      if Input.trigger?(Input::L)
      end
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end

Plug n' play, again, there's a note underneath the instructions which you may want to look at if you're considering changing characters through the game. I put the windows where, in my opinion, they look best. LOcation in the top right, HP/SP in the top left.

Have fun, and don't touch anything that glows.
« Last Edit: May 10, 2009, 09:30:06 AM by Rune »
Sincerely,
Your conscience.

**
Rep:
Level 83
Yes.
Thanks, that helped. I'm definitely using it.

**
Rep:
Level 83
OK, thanks! :)

EDIT: Okay, I did it, and it worked fine. Now I have another thing: It seems so big, that box. So big, much of the screen "dissapears" behind it. Would it be able to make it smaller (Not through a call script event, but by changing the script..?). Also, being able to turn the Gold Display on or off would be nice. I didn't see the first version of this, but the gold sounds cool...
So,

I'd like the box a bit smaller and thinner, and I want the option to turn on and off the display of your gold. If not, or if it's too much/hard/it would look ugly, then forget it. Nice script!  :)


you can did it?
why mine not?
i tried to test it..
but after i go to new game, it's says: Unable to find file Graphics/Pictures/BAR_Meter.

why there is no folder contain that kind of graphic here?
and where i must place the folder?

**
Rep: +0/-0Level 83
Umm if i don't want the box to the left that says where I am, but i do like the box to the right with the HP and SP what do i need to take out?

Also could you add like an EXP thing on the HP/SP box? like how much more you need to level up?

Thanks and btw i love the script :)

EDIT: never mind i got it. lol thanks again.
« Last Edit: September 06, 2009, 07:04:52 AM by Hparthenay »