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ForeverZer0

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Everything posted by ForeverZer0

  1. Battle Arena Authors: ForeverZer0 Version: 1.0 Type: Betting/Competition System Introduction Pretty simple idea, will allow you to easily create a Battle Arena system (very much like the one in Final Fantasy VI). The player can wager items, weapons, and armors and then fight in the arena against different enemies and receive awards if they win. It's a 'winner-take-all' system, where the winner gets to keep their original bet, and the enemy's bet if they are victorious. If they lose they lose their original bet. Features Can easily configure to most battle systems Fully configurable results for every item, weapon, and armor Allows for 'one-time' rewards for specific bets Simple to setup, and uses only two script calls in game to use Logs wins/losses in game variables for easy access to stats Screenshots Register Fight Reward Demo Demo Link Script Here's the script. Instructions In the script. Compatibility No known compatibility issues. Credits and Thanks ForeverZer0, for writing the script. Author's Notes Download the demo first if you have any questions, they may be answered in there. I have included examples and a little more in-depth explanations than can be found in just the script. If you find any bugs or still have issues after seeing the demo, be sure to let me know and I'll do my best to help/fix it. Hope you enjoy!
  2. Enhanced Item Description Authors: ForeverZer0 Version: 1.0 Type: Menu Add-on Introduction This is a small script I wrote when I got started scripting, but never released. I found it going through some old projects, but I'm sure someone else can make use of it. What it does is allows you to use the same shortcuts commands you can in a "Show Text..." command, but within the descriptions for Items, Weapons, and Armors. For example, if you wanted the description to include the value of a variable, in the database where you right the descriptions, just use "\v[VAR_ID]", and the command will be replaced with the actual value of the variable during the game. Features Easy to use. Makes descriptions a little more dynamic. Commands included: Actor Names, Variables, Gold, Switches, and Steps. Can easily add custom ones Screenshots Name character whatever you want Use command in the description Description remains correct Demo None. Script Here lies the script. Instructions Place script anywhere above "Main". Use the following commands in the database when making descriptions: \v[iD] : Replaces with value of game variable with ID \n[iD] : Replaces with name of actor that has ID \sw[iD] : Replaces with value of switch with ID (ON/OFF) \g : Replaces with amount of gold party has \st : Replaces with step count Compatibility Compatible with practically everything. Credits and Thanks ForeverZer0 Author's Notes If you would like a custom command, feel free to ask. Please report any bugs/issues you encounter so that they may be resolved.
  3. Advanced Title Screen Authors: ForeverZer0 Version: 2.0 Type: Title Add-On Introduction This system will allow you alter the title screen and add some different effects that are not normally available. Features Animated Title Different loop types Easy display of picture on screen and/or over animation Random Title Screen each load Transition Effect on loading saved games Weather/Fog Effects BGS and SFX Easy scene linking Add text to window Screenshots Attempt at catching full animation in three screenshots. You'll get the idea, though. Demo I used low quality graphics for the demo to keep the filesize down, but you can still see what it is capable of. Demo Link Script Instructions In the script. Compatibility Compatible with SDK. Credits and Thanks ForeverZer0, for writing the script SephirothSpawn, for the idea Author's Notes Hope you enjoy. Be sure to credit if you use it in your game.
  4. Hunger & Thirst Authors: ForeverZer0 Version: 1.1 Type: Party/Actor Add-On Introduction Basically the title says it all. This script will add a Hunger/Thirst dynamic to your game. Actor's hunger/thirst will decrease over time or by stepcount. Has configuration for food/drink items and for states that will be added to actors whose hunger/thirst falls within specified ranges. Features Easy to use Hunger/Thirst can decrease by time, stepcount, or both. Can have the player's max hunger/thirst capacity increase with levels Easy script offer complet manipulation of system and actors' hunger/thirst Automatically applies states (configurable) Hunger/Thirst recovery can be by either percent or by absolute value Screenshots None. Demo None. Script Click here for the script. Here is also an Add-On I made for the system. It is a HUD that displays hunger/thirst rates using gradient bars for the party. There are a few instructions in the script, but most are self-explanatory. As of the moment, there are only two styles of bars, but both have fully configurable width, height, gradient colors, etc. I may end up doing more with the Gradient Bars script in the future, but for the moment, it is what it is. Instructions Place below default scripts, and above Main. If Zer0 Add-On Collection is present, place below it. Compatibility There is an issue with the Chemist Class Script within Zer0 Add-Ons, but placing this script below it will solve the problem. Credits and Thanks ForeverZer0, for writing the script. kukusu, for requesting the script. SBR*, for pointing out an error I made. swick, for requesting the HUD. Author's Notes Please report any bug/issues you may find, and I'll be happy to fix them. Enjoy!
  5. Custom Resolution Authors: ForeverZer0 Version: 0.93 Type: Game Utility Introduction My goal in creating this script was to create a system that allowed the user to set the screen size to something other than 640 x 480, but not have make huge sacrifices in compatibility and performance. Although the script is not simply Plug-and-Play, it is about as close as one can achieve with a script of this nature. Features Totally re-written Tilemap and Plane class. Both classes were written to display the map across any screen size automatically. The Tilemap class is probably even more efficient than the original, which will help offset any increased lag due to using a larger screen size with more sprites being displayed. Every possible autotile graphic (48 per autotile) will be cached for the next time that tile is used. Autotile animation has been made as efficient as possible, with a system that stores their coordinates, but only if they change. This greatly reduces the number of iterations at each update. Option to have the system create an external file to save pre-cached data for autotiles. This will decrease any loading times even more, and only takes a second, depending on the number of maps you have. User defined autotile animation speed. Can change with script calls. Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the defined resolution, unless explicitely over-ridden in the method call. The graphics themselves will not be resized, but any existing scripts that use the normal screen size will already be configured to display different sizes of graphics for battlebacks, pictures, fogs, etc. Option to have a log file ouput each time the game is ran, which can alert you to possible errors with map sizes, etc. Screenshots Example of screen with higher resolution. Demo Demo Link Script Here's the code: Instructions Place script below default scripts, and above "Main". Download Transition Pack by Fantasist. Or you can simply download the screenshot.dll. Place the screenshot.dll from it in the game folder. Any further instructions are in the script. Compatibility This script is not going to be for everyone obviously. A bigger screen means bigger chance of lag. Custom scripts will need to be made to have windows for your CMS, CBS, and other scenes fill the screen properly. I have created a second thread for numerous compatibility fixes. You can also make requests for new ones. Go here to view the post. Credits and Thanks ForeverZer0, for the script. Creators of Transition Pack and screenshot.dll Selwyn, for base resolution script. Author's Notes Please report any bugs/issues/suggestions. I will be happy to fix them. Enjoy!
  6. Custom Resolution Compatibility Plug-Ins Authors: ForeverZer0 Version: 1.0 Type: Misc Add-on Introduction This is a listing of compatibility fixes for my Custom Resolution script. I broke this off from the main thread to make it a little easier to find what your looking for, and to avoid character limits and be able to keep them in spoilers. I plan on keeping this as updated as possible, so hopefully we might see a few games that use a screen size other than 640x480. Requests/Submissions If you want a fix to a script that is not included, feel free to submit a request. I will likely make fixes to any requests, so long as the script is not some obscure one that has never been heard of. Please use this template when making requests: [b]Script:[/b] <PLACE SCRIPT NAME HERE> [b]Link:[/b] <PROVIDE A LINK TO THE SCRIPT> [b]Issue:[/b] <SHORT DESCRIPTION OF WHAT COMPATIBILITY ISSUE NEEDS FIXED> If you have created a compatibility fix for a specific script, either PM me or post it as a reply and I will inlcude it in the main post, with full credit to you. Compatibility Fixes Weather System Compatibility fix for default weather system. Compatibility fix for Advanced Weather (Ccoa's), Zer0 Advanced Weather (Versions 1.2 and under), and MAWS. Compatibility fix for Advanced Weather 2.0 and higher (generated with the WeatherCreator). Message System Default Message System Compatability fix for Multiple Message Windows (Non-SDK) Compatibility fix for Ccoa's UMS. Blizz-ABS (and add-ons) Fix for the main Blizz-ABS scripts. (Not tested with old versions) Notes Please report any bugs/issues/suggestions. I will be happy to fix them. Enjoy!
  7. Diary Authors: ForeverZer0 Version: 1.1 Type: Misc Add-on Introduction This is a basic script that will allow you to keep a "diary" or notepad in your game. It is very simple to use, and uses a simple interface for displaying the notes. Features Group your notes into "chapters". Automatically formats text to fit on each line in a legible format. Simple script call to add text. Option to define each note in the script editor, then simply use a script call to add it. Option to use the map as the background. Screenshots Demo None. Script Here's the script. Instructions Place script below default scripts, and above "Main". Instructions are in the script. Compatibility No known issues. Credits and Thanks ForeverZer0, for the script. Blizzard, for the "slice_text" method I always steal. Lauros, for requesting it. Author's Notes Please report any bugs/issues/suggestions. I will be happy to fix them. Enjoy!
  8. Journal Authors: ForeverZer0 Version: 2.3 Type: Misc. Add-On Introduction I wrote this script after seeing a request here on CP for something similar. It basically just allows the player to view a Journal that show the player information about people they have encountered and places they have visited. Can also log weapons, armors, and items. Features Easy to use/configure Will log people, places, weapons, armors, and items seperately Configurable what type of entries you would like to log Configurable layout Option to use pictures Fully compatible "stats" you want the system to display. Screenshots Demo None. Script Here. Instructions See script. Compatibility No known issues. Credits and Thanks ForeverZer0, for the script. Author's Notes Enjoy!
  9. Zer0 Advanced Weather Authors: ForeverZer0, Ccoa Version: 1.1 Type: Complete Weather System Introduction First off, let me state that this is a modification, albeit a heavy one, of Ccoa's Advanced Weather System. If you use Ccoa's script, and have other scripts that are dependent on it, this script can still replace it with only some very minor edits. Although I love the original script (a great staple for any game), I found that there was room for many improvements in basic data handling, configurability, and the simple overview of it. Then came the MAWS script by Agckuu Coceg. I loved the idea (it's what inspired this script), but it only further added to the number of redundancies that bugged me.I didn't see the point in caching 50+ different bitmaps, when there are essentially less than 30 types of weather, and the rest are just color variations. For example, Rain, Blood Rain, Acid Rain, Sepia Rain, Golden Rain, and Oil Rain all use the exact same image, just with different color, so why cache all of them separately? So, here it is, with totally over-hauled coding. You no longer have to remember 60+ different numbers for weather types. If it is rain, the type will always be 1, but with an added number at the end of the script call, it can quickly become any color variation of rain (see instructions). It's easier than ever to add your own custom color schemes to the weather, I added some extra configurable values, and the coding has been improved immensely. To give you an idea of how many redundant lines of code there were, before I added some of my new custom weather effects, the code was over 1000 lines shorter than the MAWS script. Even now, if you include all the various color schemes, this script offers 95 different weather patterns, compared to the 54 offered by MAWS, and it is still shorter! Features New weather effects include, butterflies, birds, falling rocks, and arrows. Including color variations, offers 95 different weather patterns. Easy to quickly add more or alter existing weather patterns. Configurable switch that will be ON during bad weather (Good for event conditions) Configurable in-game variable that will be equal to the weather type. Realistic thunder with random volume and pitch. Easily configure how constant the over-all thunder/lightning is. Fixed an error from the original script with the snow bitmap. It looks better now. More RAM friendly and over-all much cleaner code Screenshots Birds Snow Autumn Leaves Demo Demo Link If you would like to create custom weather patterns, check out the , it will help you create your own, and generate Advanced Weather 2.0 to use them with. Script Script is too large for code box. View by following link. Script Link Instructions Place script anywhere below Spriteset_Map. Click here for some quick instructions. Compatibility Should be compatible with everything. I tried to keep most of the weather types set to the same value as they were in Ccoa's original script, but a few of them have been combined with other ones under the new system (i.e. different leave colors, Blood Rain, etc.) Credits and Thanks ForeverZer0, for the script Ccoa, for the original base script Agckuu Coceg, for some additional weather colors, and the inspiration to write this script. Author's Notes Hope you enjoy. Be sure to give some feedback and let me know how you like it. I'm running out of ideas for weather effects, so if you have an idea for any weather effects you would like, let me know and I'll include them in future updates. If any bugs are found, let me know and I'll be happy to try and fix them.
  10. WeatherCreator Authors: ForeverZer0 Version: 1.0 Type: Script Generator Introduction This is a program created to create weather effects for Zer0 Advanced Weather 2.0 and higher. IT WILL NOT WORK FOR PREVIOUS VERSIONS! It allows non-scripters to easily generate plug-ins for advanced and creative weather patterns, without having to do a bit of scripting. Simply place the desired bitmaps in a folder, run the program, and adjust the movement to your liking. All weather effects can be adjusted in real-time, with every alteration directly effecting the current weather in the preview window. Also includes an Image Exporter that will re-convert the coded bitmaps back into PNG images that will be output to the directory. From here they can be altered/recolored in a pixel-editor to be loaded back into the system for a new effect or a new variation to an existing effect. Features Ability to create totally custom weather effects with no scripting knowledge. Configurable images, movement, and type for every effect. Build a new weather system from the ground up. Generates Zer0 Advanced Weather 2.0 and the default plug-in, which includes 33 types with 108 variations. All new "Mirror Mode" which can reverse all images and movement on the X-axis. Adjust the Thunder Rate in-game with script calls. Configure which weather types only reappear off-screen to avoid sudden pop-ins. Load existing scripts into the program for quick edits, and to use as templates for new effects. Export images for edits and recolors. Complete help text for every step of the creation process. Sample window displayed on-screen at all times to view the weather. Configurable backgrounds, windowskins, and fonts for the WeatherCreator. Has been made as "dummy-proof" as possible to prevent any errors by the user. Screenshots Demo Demo Link Script None. Instructions Simply extract and run the game. Instuctions will be on-screen and are self-explanatory for the most part. Check out the "Options" folder for some optional settings that can be made for the aesthetic look of the WeatherCreator. The generated scripts can be placed almost anywhere below Game_Screen and above main. Place any plug-ins below the actual Weather script. When loading scripts into the system, simply copy-paste them into the "My Weather" text document and saving. All of the files and folders needed for the system will be remade if they are found missing, so if you somehow get them screwed up, simply delete them to have them reset. Please remember that the generated Weather script by itself has no weather defined in it, you must also have plug-ins to define each effect, although a default plug-in has been included that has all the effects from previous versions, plus a few more. Compatibility No known issues with the weather script. Should be compatible with everything, including scripts that use script calls for weather, etc. The WeatherCreator program requires a minimum screen resolution of 800x600. Credits and Thanks ForeverZer0, for the script. Blizzard, for Bitmap2Code and Input Module Ccoa, for many of the images used in the default plug-in. Agckuu Coceg, for some bitmap recolors of the default Plug-In Selwyn, for the Resolution script used in the WeatherCreator Author's Notes Please report any bugs/issues/suggestions. I will be happy to fix them. If you have any questions on usage, please feel free to post a question or PM me. Enjoy!
  11. Both. A different one will be used depending on the platform.
  12. Maybe not new in VX, but neither does VX support other resolutions, let alone at a stable 60 FPS. As of right now, there is not RMVX compatibiity, but it may be looked into. We still have a lot more development to do. The basic emulation of an RMXP game, without all the extras, is almost done as of right now.
  13. Thats because I came to town. ;)

  14. No, that is just an example of an RMXP game running to show a stable build. Due to obvious legal issues, RMXP will have absolutely no link with ARC whatsoever, hence the custom RTP that will be distributed with it and the complete new set of scripts. If someone chose to use Enterbrain's RTP graphics, audio, or scripts, they would have to take that up with Enterbrain, we have nothing to do with it.
  15. What is ARC? Introduction So many of you may have some questions regarding exactly what ARC is. ARC is an acronym which stands for Advanced RPG Creator. It is exactly that, a new and powerful tool that can be used to design and play 2-dimensional games. Although it will be primarily designed for RPG creation, other genres are very possible to make other than role-playing games, it will be held back only by the imagination of the user. ARC is being built from the ground up in C++, with Ruby 1.9.2 embedded, which is about 30 times faster than the Ruby 1.8.1 RMXP uses. What does this mean for you? Far less lag and a higher frame-rate, resulting in smoother gameplay. In fact, ARC's default frame-rate will be 60 FPS, as opposed to RMXP's 40 FPS. You can get a feel for what 60 FPS feels like by trying out the current development build, which you can find the link to at the bottom of the post. ARC doesn't stop with just the core engine, though. A brand new editor and Run-Time Package will be included in the bundle. The editor, written in Python, will be a brand new intuitive interface that has not yet been seen in the RPG creator community. It will be more like an advanced IDE (Integrated Development Environment) that you may see for programming, such as what can be found in Visual Studio, Eclipse, or NetBeans. The entire editor will be able to be customized by what windows are displayed, where they are located, and how they behave. This way, you can set your editor up exactly as you prefer that allows you to be the most productive, without the need to navigate through clunky menus. It is also going to be very extensible, allowing for various add-ons, whether they be future updates, or menus for configuring custom scripts. It will take no more than dropping a file into the Plug-Ins folder, and starting the editor up. The RTP will be a large set of custom graphics and audio files packaged together and distributed alongside ARC. All the resources are being created by the talented RPG making community for free of charge. Unlike other RPG creating engines, you will never have to worry about legal issues using the RTP in a commercial game if you plan to sell it, they are made by the community, for the community. And now, saving the best for last: ARC IS FREE! There is a small disclaimer to this. ARC, although absolutely free for private use, will require a one-time per game purchase of a license to sell your final creation commercially. The fee is nominal (approx. $400 USD), and will not require any type of royalty payment, even if you managed to make millions from your game, it will only ever be the single flat-rate payment. Other than commercially, though, ARC is absolutely free for the everyday, casual game creator. Summary of Features Can convert RMXP projects into ARC ones Cross-Platform. Whether you use a Mac, Unix, or Windows operating system, ARC will work just as well High Performance. Much faster than and more powerful than RPG Maker XP or RPG Maker VX Ruby 1.9.2. A new version of Ruby and it's included libraries for scripters to take advantage of Completely new editor for easier game creation Free Run-Time Package included so you can get started right away And much, much more! For a fuller list of features, please be sure to check out the ARC Community Feedback, and let us know what you think, or feel free to post ideas of your own that you would like to see! Links Want to try it out? Take a look at the Current Development Build. To see progress of the RTP, or to make any contributions, please check out the ARC Run-Time Package To visit ARC or give feedback by email, Facebook, Twitter, or You-Tube, go here. Or you can browse the main ARC Forum Frequently Asked Questions Question: Why does ARC not support MP3 audio files? Answer: The use of the MP3 decoder is protected by US patent law and adding it would require that the developers of ARC buy a license which is not cheap. That way ARC could not be free software. It also would require you to buy a license for using mp3 files and you probably don't want that. Instead ARC offers a range of alternative formats including the popular OGG and FLAC formats, along with various others. Current MP3 files that you may have can be easily converted into any of these with a range of free software. For more information about the usage of the MP3 format, please go here. Question: Can I use my scripts and graphics that game with RPG Maker XP? Answer: Yes and No. All graphics, audio, and scripts that are part of RMXP's RTP and engine will work perfectly well with ARC, but they are copyrighted materials. This means that if you decided you want to sell a game that you created with ARC and use them materials, Enterbrain would have the right to legal action against you. For this reason, ARC is no way affiliated, nor uses any resources or materials from any of Enterbrain's products. Question: How much does the ARC RTP cost? Answer: The RTP is free for use in ARC and outside of ARC without limitations. Only credit to the ARC RTP is due. ARC is being shipped with the RTP for convenience, you can get just the RTP if you want and use it with other game making software (such as RPG Maker XP, Game Maker, etc.). or with your own game engine. Question: Do I have to credit every person that worked on and contributed to the RTP? Answer: No. You only have to credit "Advanced RPG Creator Run-Time Package Standard". Question: How much do I have to pay for using ARC? Answer: ARC is free software. No fees are being charged for just using ARC. Fees only apply for the distribution of finished games. Question: How much do I have to pay to distribute my game. Answer: If your game is free software, there is no fee. If your game is commercial (meaning that you want to make money by selling copies of your game), there is a one-time fee of $400 USD before you distribute. Updates, patches, expansion and extensions of any kind on an already existing and paid game are not being charged. Question: How do I properly credit ARC? Answer: Include in your game either in the title screen or in the credits (or anywhere else reasonably visible and accessible) the text "Developed with Advanced RPG Creator" or "Created with Advanced RPG Creator". That is all the credit you have to give for using ARC. Question: Will ARC use scripts from RMXP or RMVX? Answer: Most definitely not. Due to legal reasons, ARC will in no way use any scripts that were written by the developers at Enterbrain or anywhere else. It will come with a brand new set of 100% original scripts written by the developers just for it. ARC will be able to run with any existing RMXP script if the user were to place them in the script editor, but the creators of ARC take no responsibility for any copy-right infringement against Enterbrain if this was done. Development Team Eric "ForeverZer0" Freed Boris "Blizzard" Mikic Ronnie "game_guy" Mooney III Benjamin "Ryex" Powers
  16. Thank you everyone for your comments, and I'm glad you all like. ;)
  17. Run-Time Script Caller Authors: ForeverZer0 Version: 1.0 Type: Scripting Tooll Introduction This script will allow you to open a small box while the game is running and type script calls into, which will execute when the Enter button is pressed. Features Built in rescue to keep game from crashing if the script call is written wrong, etc. Instead it shows the error and continues on. Simple to use. Did I mention you can make up script calls and change things at run-time. Screenshots Type this... Press "Enter" and get this... Demo None. Script Here Instructions Very simple. In script. Compatibility No know issues with scripts. Some hardware does not work right with "GetSystemMetrics" call. You can delete the lines and define your own @x and @y if you experience TypeErrors. Credits and Thanks ForeverZer0, for the script. Author's Notes Please report any bugs/issues/suggestions. I will be happy to fix them. Enjoy!
  18. Done. Can now combine smaller files into sheets just as easily. I renamed the script accordingly, as well.
  19. Yeah, it eliminates the need for doing the configuration in the editor, where some of the config can get confusing with branches inside of branches, etc. It will output a script with your configuration that can be used with CCTS, but lets you use a easier front-end GUI to do it with.
  20. I'll see what I can do. It actually won't be too difficult, the basic mechanics of the system are already in place. I could have it so that it loads all the images in a folder, uses the Bitmap#blt function to "stitch" them together to the defined dimensions, and then save the image as a whole. Naturally, it would only work on images of consistent size, though. I'm not sure why I didn't think to do that, but I'll check it out right now and see if I can update here in just a bit.
  21. I'm actually working on creating a new RPG Creation engine called ARC. Its a lot to explain in a single welcome post, but basically its a far superior version of RMXP, with way more features than I can list here. The team I am with have built in from scratch in pure C++ with embedded Ruby 1.9.2, which is much faster than RMXP's Ruby 1.8. Until I get a proper post together explaining it better, feel free to take a peek at the board where we are based. ARC, the Advanced RPG Maker We do have a stable build, which will run an existing RMXP game, which you can download here. It is obviously incomplete, so certain things like autotiles and transitions have not been fully implemented yet, but you can still appreciate how smooth it runs at a stable 60 FPS. :)
  22. Just wanted to drop in and say hi. I've been around the RMXP community for a year or so now, but never on this forum before. I hope to be able to contribute as much as I can to the community by hosting my scripts here as well, so I'll be posting them up over the next few days. I'm currently not scripting for RMXP anymore, but I am still happy to offer support on scripts I have already written, so if you have any problems, feel free to post a question or PM me.
  23. Spritesheet Separator/Combiner Authors: ForeverZer0 Version: 1.0 Introduction This is a very basic script I wrote to help myself split up one of them big icon sheets into individual files. After admiring its niftiness for a second, I realized someone else may get some use out of it as well, so here it is. It can also combine images into a single larger image as well. Features Extremely simple to use. Splits large icon/sprite sheets up into uniform images, then saves them as individual files in a matter of seconds. Can seperate any image into pieces of any size. Can combine individual files into a single larger one. Lightweight and fast Screenshots Turns this... Into this... And vice-versa. Demo None. Script Click spoiler for the script. Instructions Place script anywhere above main, place source file in game directory, make any needed adjustments to the configuration, then run the game. Compatibility None. Credits and Thanks ForeverZer0, for the script. Author's Notes Please report any bugs/issues, I'll be sure to help you resolve them.
  24. Console Debug Authors: ForeverZer0 Version: 1.0 Type: Scripting Tool Introduction Redirects output using the "puts" command to a seperate console, instead of using the normal pop-up windows. Not much more to it than that. Features Simple. No annoying pop-up windows, though they still do have their uses. Automatically sets the console window the background. Screenshots None. Demo None. Script Here. To give the ouput the same functionality of the "p" method where it shows the inspected object, just add this code any 'ol where: Instructions Place the script anywhere you like. In script calls or within scripts, output to it using "puts" instead of the normal "p" or "print". Compatibility Shouldn't be any. Credits and Thanks ForeverZer0, for the script. Author's Notes Please report any bugs/issues/suggestions. I will be happy to fix them. Enjoy!
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