Author Topic: [XP] Unlimited Fogs  (Read 9039 times)

Offline G_G

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[XP] Unlimited Fogs
« on: April 09, 2012, 06:43:22 PM »
Unlimited Fogs
Authors: game_guy
Version: 1.2
Type: Graphical Enhancement
Key Term: Environment Add-on

Introduction

No offense to LiTTleDRAgo or his script, but after I over viewed his Multiple Fogs script, I thought to myself it could have been done a lot better. And why limit it to just 3 extra fogs? I also noticed how he let users have little control over fogs. You couldn't set the z index, the hue, or anything of the sort. I had  bit of extra time on my hands, so I made this.

Ever need more than one fog for a map? Maybe more than two fogs? With this unique script, you can have unlimited fogs on one map! And with a few easy script calls, you can customize every aspect of a fog at anytime!

Features

  • Unlimited Fogs on Any Map
  • Change Fog's properties at any time
  • Easy to use script calls

Screenshots

(click to show/hide)

Demo

Demo 1.1 (Bugged, but shows you how to setup fogs)

Script

(click to show/hide)

Instructions

Place above main. All script calls and needed instructions are in the script. Be sure to check out the demo for a few script call examples.

Compatibility

Not tested with SDK.
Should be compatible with anything.

Credits and Thanks

  • game_guy ~ For creating it.
  • LiTTleDRAgo ~ For the original idea.

Author's Notes

Enjoy! (Okay, probably my last public script. I just had a bit of extra time on my hands.)
« Last Edit: October 12, 2013, 04:24:08 PM by gameus »

Offline Magus

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Re: [XP] Unlimited Fogs
« Reply #1 on: April 09, 2012, 11:05:48 PM »
SERIOUSLY!?! DUDE, If this works, YOU ARE FUCKING AWESOME. I need something like this so fucking bad that I'm using the "f" word in this post. OSHIT, *downloads*
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #2 on: April 09, 2012, 11:22:41 PM »
Haha, thanks. You might wanna update it. I fixed a scrolling bug caused by a typo. :S

Offline Magus

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Re: [XP] Unlimited Fogs
« Reply #3 on: April 10, 2012, 12:00:16 AM »
Haha, thanks. You might wanna update it. I fixed a scrolling bug caused by a typo. :S
*Updates*  

Edit: found something when rereading over script:  add_fox(1, "001-Fog01")     "Add_fox"   That's correct right? Or did you mean add_fog
Not too big --any user with common sense could correct this on there own xD,. *continues to review.* I have to apply this to my World boss stage :3.
« Last Edit: April 10, 2012, 12:05:15 AM by Magus »
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #4 on: April 10, 2012, 12:51:01 AM »
Fixed. ._. I made that same typo so many times while making this script. I guess I have some sort of fox fetish I dunno about.
« Last Edit: April 10, 2012, 12:53:50 AM by game_guy »

Offline Magus

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Re: [XP] Unlimited Fogs
« Reply #5 on: April 16, 2012, 03:22:02 PM »
Fixed. ._. I made that same typo so many times while making this script. I guess I have some sort of fox fetish I dunno about.
xD  It works and it looks pretty cool. I mixed Sandstorm, a greenish hue, and fog01 to make an eerie-looking fog. Now FOLS1R will have an entire haunted world.   I'm still trying to get the scrolling to work, unfortunately. I probably made a mistake in the script call. Here's what it looks like:

Quote
add_fog(1, "006-Sandstorm02", 3000,24,
 3, 123, 1.0, 0, 300)

and

Quote
add_fog(2, "001-Fog01", 3000,24,
 3, 123, 1.0, 0, 400)

LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #6 on: April 16, 2012, 11:50:48 PM »
Try this afterwards.
Code: [Select]
fog = fogs(1)
fog.scroll_x = 24
fog.scroll_y = 3

There should be no reason why its not working. :S

Offline Sin86

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Re: [XP] Unlimited Fogs
« Reply #7 on: April 21, 2012, 07:35:26 PM »
Having an issue with moving the fog. I put in this code.

Code: [Select]
add_fog(3, "clouds")
fog = fogs(3)
fogs(3).z = 4000
fog.scroll_x = 20
fog.scroll_y = 0
fog.opacity = 48
fog.zoom_x = 1.0
fog.zoom_y = 1.0
fog.blend_type = 0

The fog will show up trigged by the event. However, the event is a parallel process and I get this error unless the event is trigged by a switch, then no error. Aside from that, the fog scroll x is not moving the fog.

"Script 'Fogs' line:160 NoMethodError occurred

undefined method `add_fog' for nil:NilClass"
« Last Edit: April 21, 2012, 07:42:10 PM by Sin86 »

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #8 on: April 21, 2012, 11:22:59 PM »
Don't call it in a parallel process. You only need to add the fog once. If the error persists, I'll take a look at it tonight.

Offline Heretic86

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Re: [XP] Unlimited Fogs
« Reply #9 on: April 22, 2012, 02:07:30 AM »
On the topic of Fog Scripts in general, I also wrote something that I think could have been done a lot better.

I tried to simulate Clouds that were up over the Players heads instead of at Ground Level.  Its kind of an early version, but functional.  The problem I got stuck on was writing an algorythm to adjust for the Players speed.  It doesnt seem to matter the speed that the clouds scroll at, when the player steps, it seems to max out at whatever speed he goes at.  I was kind of thinking that you might consider incorporating the ability to make a Fog behave more like High Altitude Clouds into your script.

My crappy demo.
http://www.rmxpunlimited.net/forums/topic/8294-cloud-altitude-script-with-an-alpha-channel-fog-rmxp/

Yes, pumping my own crap as usual, just thinking that more experienced scripters can do better than what I did (hence calling my stuff crap), but I think I have good ideas...
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline marjoni01

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Re: [XP] Unlimited Fogs
« Reply #10 on: May 29, 2012, 04:25:40 AM »
Uh sorry here if I necroposting or something  :roll:
Anyway, I can't figure out how to make the fog move...  :^_^':
Here is my setup :
Code: [Select]
add_fog(1, "002-Clouds01")
fog = fogs(1)
fog.scroll_x = 24
fog.scroll_y = 3
fog.opacity = 100
fog.zoom_x = 1.5
fog.zoom_y = 1.5

Hope you can help me  :^_^':
Sorry again and thanks in advance  :haha:
I don't have any signature....

Offline Stray

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Re: [XP] Unlimited Fogs
« Reply #11 on: September 17, 2012, 12:02:25 AM »
Thank you. Should've seen this.

Quote
add_fog(1, shades,
[3000, 0, 0, 20, 1.0, 0, 0])
Did I type in something wrong? It doesn't work. o:
I'm very grateful to you all for your great help.

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #12 on: September 17, 2012, 01:00:26 AM »
Remove the square brackets [ ] and it should work. In the instructions, I put the square brackets there to show you that you don't need to add those parameters in order for the call to work.

Offline Wecoc

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Re: [XP] Unlimited Fogs
« Reply #13 on: June 01, 2013, 01:31:07 AM »
Sorry for necroposting (again) but I think I fixed the speed issue.

Code: [Select]
#===============================================================================
# Unlimited Fogs
# Version 1.1
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Ever need more than one fog for a map? Maybe more than two fogs? With this
# unique script, you can have unlimited fogs on one map! And with a few
# easy script calls, you can customize every aspect of a fog at anytime!
#
# Features:
# Unlimited Fogs on Any Map
# Change Fog's properties at any time
# Easy to use script calls
#
# Instructions:
# There is nothing to configure so lets get onto the script calls!
#-------------------------------------------------------------------------------
# add_fog(index, file, [z, scroll_x, scroll_y, opacity, zoom, blend, hue])
#  index    - This is to keep track of the fogs on screen (more on this later)
#  file    - Filename for the fog
#  z        - The z index of the fog. This is used for layering. (Default: 3000)
#  scroll_x - Horizontal scrolling speed for the fog. (Default: 0)
#  scroll_y - Vertical scrolling speed for the fog. (Default: 0)
#  opacity  - Opacity level for the fog. (Default: 64)
#  zoom    - Zoom level for the fog. (Default: 1.0)
#  blend    - Blend type for the fog. (Default: 0)
#  hue      - Hue for the fog. (Default: 0)
#
#  Note: When using this script call, the parameters with default values don't
#        need to be set when calling it.
#        e.g. add_fog(1, "001-Fog01") - Works because all parameters after
#        has a default value.
# This script call simply adds a fog with the set parameters.
#-------------------------------------------------------------------------------
# remove_fog(index)
#  index - Remember the index we set in "add_fog"? Put the same number in here
#          to remove it.
#
# This script call simply removes a fog.
#-------------------------------------------------------------------------------
# fogs(index)
#  index - The index we used to create our original fog.
#
# This handy script call returns the actual fog so you can edit individual
# properties. For example:
#  fog = fogs(1)
#  fog.scroll_x = 2
#  fog.scroll_y = 2
# This grabs the fog at index "1" and sets the scroll speed for x and y.
# (See below for all the properties/methods you can use)
#-------------------------------------------------------------------------------
# Fog Properties:
# These are the following properties/methods you can use when editing
# individual fogs.
#  visible    = Whether fog is visible or not (true/false)
#  opacity    = Opacity of the fog. (0 to 255)
#  z          = Z index of the fog.
#  scroll_x  = Horizontal scroll speed.
#  scroll_y  = Vertical scroll speed.
#  zoom_x    = Horizontal zoom factor.
#  zoom_y    = Vertical zoom factor.
#  blend_type = Blend mode for fog. (0, 1, or 2)
#  filename(new_file, [hue])
#    -new_file = New fog file.
#    -hue      = Hue for new fog. (Default: 0)
#-------------------------------------------------------------------------------
# Thats about it. Due take warning that the more fogs you add, the more
# probable lag you'll run into. Adding an extra two or three shouldn't hurt too
# much though. ;)
#
# Compatibility:
# Not tested with SDK.
# Should be compatible with everything.
#
# Credits:
# game_guy ~ For making the script.
# LiTTleDRAgo ~ For the original idea.
#===============================================================================
class Spriteset_Map
 
  alias gg_fogs_init_spriteset_map_lat initialize
  def initialize
    @fogs = []
    gg_fogs_init_spriteset_map_lat
  end
 
  alias gg_fogs_update_spriteset_map_lat update
  def update
    @fogs.each {|fog| fog.update if fog != nil }
    gg_fogs_update_spriteset_map_lat
  end
 
  alias gg_fogs_dispose_spriteset_map_lat dispose
  def dispose
    @fogs.each {|fog| fog.dispose if fog != nil }
    gg_fogs_dispose_spriteset_map_lat
  end
 
  def fogs(n)
    if @fogs[n] == nil
      @fogs[n] = ScrollPlane.new(@viewport1)
    end
    return @fogs[n]
  end
 
  def add_fog(index, file, z = 3000, ox = 0, oy = 0, opacity = 64, zoom = 1.0, blend = 0, hue = 0)
    remove_fog(index)
    fog = ScrollPlane.new(@viewport1)
    fog.bitmap = RPG::Cache.fog(file, hue)
    fog.z = z
    fog.blend_type = blend
    fog.opacity = opacity
    fog.zoom_x = zoom
    fog.zoom_y = zoom
    fog.scroll_x = ox
    fog.scroll_y = oy
    @fogs[index] = fog
  end
 
  def remove_fog(index)
    if (@fogs[index] != nil)
      @fogs[index].dispose
      @fogs[index] = nil
    end
  end
 
end

class ScrollPlane < Plane
 
  attr_accessor :scroll_x
  attr_accessor :scroll_y
 
  def initialize(viewport = nil)
    super(viewport)
    @scroll_x = 0
    @scroll_y = 0
    @new_ox = 0
    @new_oy = 0
  end
 
  def update
    @new_ox -= @scroll_x
    @new_oy -= @scroll_y
    self.ox = $game_map.display_x / 4 + (@new_ox / 8.0)
    self.oy = $game_map.display_y / 4 + (@new_oy / 8.0)
  end
 
  def filename(file, hue = 0)
    self.bitmap = RPG::Cache.fog(file, hue)
  end
 
end

class Interpreter
 
  def spriteset
    return $scene.spriteset if $scene.is_a?(Scene_Map)
    return nil
  end
 
  def add_fog(index, file, z = 3000, ox = 0, oy = 0, opacity = 64, zoom = 1.0, blend = 0, hue = 0)
    spriteset.add_fog(index, file, z, ox, oy, opacity, zoom, blend, hue)
  end
 
  def remove_fog(index)
    spriteset.remove_fog(index)
  end
 
  def fogs(n)
    return spriteset.fogs(n)
  end
 
end

class Scene_Map
  attr_accessor :spriteset
end

Hope it works fine now.
« Last Edit: June 01, 2013, 01:33:20 AM by Wecoc »

Offline Wecoc

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Re: [XP] Unlimited Fogs
« Reply #14 on: June 05, 2013, 11:58:10 PM »
Well, after a slightly more thorough testing, I have found two serious problems on the script.

The first one; fogs will disappear if you change your scene, for example if you go to the menu and back, or if you save the game and open it again.
I can't think of a quick fix to this other than a botched:
If you set in a parallel process in the map that when there's no fog just create it, it will not matter that you leave the scene or even the game.

I did a quick edit for that
Code: [Select]
#===============================================================================
# Unlimited Fogs
# Version 1.1
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Ever need more than one fog for a map? Maybe more than two fogs? With this
# unique script, you can have unlimited fogs on one map! And with a few
# easy script calls, you can customize every aspect of a fog at anytime!
#
# Features:
# Unlimited Fogs on Any Map
# Change Fog's properties at any time
# Easy to use script calls
#
# Instructions:
# There is nothing to configure so lets get onto the script calls!
#-------------------------------------------------------------------------------
# add_fog(index, file, [z, scroll_x, scroll_y, opacity, zoom, blend, hue])
#  index    - This is to keep track of the fogs on screen (more on this later)
#  file    - Filename for the fog
#  z        - The z index of the fog. This is used for layering. (Default: 3000)
#  scroll_x - Horizontal scrolling speed for the fog. (Default: 0)
#  scroll_y - Vertical scrolling speed for the fog. (Default: 0)
#  opacity  - Opacity level for the fog. (Default: 64)
#  zoom    - Zoom level for the fog. (Default: 1.0)
#  blend    - Blend type for the fog. (Default: 0)
#  hue      - Hue for the fog. (Default: 0)
#
#  Note: When using this script call, the parameters with default values don't
#        need to be set when calling it.
#        e.g. add_fog(1, "001-Fog01") - Works because all parameters after
#        has a default value.
# This script call simply adds a fog with the set parameters.
#-------------------------------------------------------------------------------
# remove_fog(index)
#  index - Remember the index we set in "add_fog"? Put the same number in here
#          to remove it.
#
# This script call simply removes a fog.
#-------------------------------------------------------------------------------
# fogs(index)
#  index - The index we used to create our original fog.
#
# This handy script call returns the actual fog so you can edit individual
# properties. For example:
#  fog = fogs(1)
#  fog.scroll_x = 2
#  fog.scroll_y = 2
# This grabs the fog at index "1" and sets the scroll speed for x and y.
# (See below for all the properties/methods you can use)
#-------------------------------------------------------------------------------
# Fog Properties:
# These are the following properties/methods you can use when editing
# individual fogs.
#  visible    = Whether fog is visible or not (true/false)
#  opacity    = Opacity of the fog. (0 to 255)
#  z          = Z index of the fog.
#  scroll_x  = Horizontal scroll speed.
#  scroll_y  = Vertical scroll speed.
#  zoom_x    = Horizontal zoom factor.
#  zoom_y    = Vertical zoom factor.
#  blend_type = Blend mode for fog. (0, 1, or 2)
#  filename(new_file, [hue])
#    -new_file = New fog file.
#    -hue      = Hue for new fog. (Default: 0)
#-------------------------------------------------------------------------------
# Thats about it. Due take warning that the more fogs you add, the more
# probable lag you'll run into. Adding an extra two or three shouldn't hurt too
# much though. ;)
#
# Compatibility:
# Not tested with SDK.
# Should be compatible with everything.
#
# Credits:
# game_guy ~ For making the script.
# LiTTleDRAgo ~ For the original idea.
#===============================================================================
class Spriteset_Map
 
  alias gg_fogs_init_spriteset_map_lat initialize
  def initialize
    @fogs = []
    gg_fogs_init_spriteset_map_lat
  end
 
  alias gg_fogs_update_spriteset_map_lat update
  def update
    @fogs.each {|fog| fog.update if fog != nil }
    gg_fogs_update_spriteset_map_lat
  end
 
  alias gg_fogs_dispose_spriteset_map_lat dispose
  def dispose
    @fogs.each {|fog| fog.dispose if fog != nil }
    gg_fogs_dispose_spriteset_map_lat
  end
 
  def fog_data
    return @fogs
  end
 
  def fogs(n)
    if @fogs[n] == nil
      @fogs[n] = ScrollPlane.new(@viewport1)
    end
    return @fogs[n]
  end
 
  def add_fog(index, file, z = 3000, ox = 0, oy = 0, opacity = 64, zoom = 1.0, blend = 0, hue = 0)
    remove_fog(index)
    fog = ScrollPlane.new(@viewport1)
    fog.bitmap = RPG::Cache.fog(file, hue)
    fog.z = z
    fog.blend_type = blend
    fog.opacity = opacity
    fog.zoom_x = zoom
    fog.zoom_y = zoom
    fog.scroll_x = ox
    fog.scroll_y = oy
    @fogs[index] = fog
  end
 
  def remove_fog(index)
    if (@fogs[index] != nil)
      @fogs[index].dispose
      @fogs[index] = nil
    end
  end
 
end

class ScrollPlane < Plane
 
  attr_accessor :scroll_x
  attr_accessor :scroll_y
 
  def initialize(viewport = nil)
    super(viewport)
    @scroll_x = 0
    @scroll_y = 0
    @new_ox = 0
    @new_oy = 0
  end
 
  def update
    @new_ox -= @scroll_x
    @new_oy -= @scroll_y
    self.ox = $game_map.display_x / 4 + (@new_ox / 8.0)
    self.oy = $game_map.display_y / 4 + (@new_oy / 8.0)
  end
 
  def filename(file, hue = 0)
    self.bitmap = RPG::Cache.fog(file, hue)
  end
 
end

class Interpreter
 
  def spriteset
    return $scene.spriteset if $scene.is_a?(Scene_Map)
    return nil
  end
 
  def add_fog(index, file, z = 3000, ox = 0, oy = 0, opacity = 64, zoom = 1.0, blend = 0, hue = 0)
    spriteset.add_fog(index, file, z, ox, oy, opacity, zoom, blend, hue)
  end
 
  def remove_fog(index)
    spriteset.remove_fog(index)
  end
   
  def fogs(n)
    return spriteset.fogs(n)
  end
 
end

class Scene_Map
  attr_accessor :spriteset
end

And on the parallel process:
Code: [Select]
if $scene.is_a?(Scene_Map) and
$scene.spriteset.fog_data == []
  add_fog(1, "002-Clouds01",
  3000, 24, 3, 100, 1.5, 0, 0)
end

The second problem; normal fogs are displayed before the screen transition, but not this new fogs, and you will always see it cut at start. I don't know the way to fix that, and it can be disturbing.
Sorry for posting so much here after this long time.

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #15 on: June 06, 2013, 12:12:45 AM »
It's fine. I dunno when I'll have time to look at this (probably within a couple of weeks) but I'll look into the issues and try to go about this a better way.

Offline exile360

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Re: [XP] Unlimited Fogs
« Reply #16 on: June 06, 2013, 12:13:48 AM »
Lol, I actually never noticed these issues and I've been using this for a while. I always thought something was odd whenever I went to the menu, but didn't connect the dots. Thanks for the fix!
About the cutting; I use ATES and the day/night tint cuts as well, plus normal fades don't seem to work so it's all terribly obvious. I fixed this by simply putting a screen flash before every teleport command. Creates a nice smooth transition (although I'm not sure why since flash is usually instant?) and masks the cutting from the fogs and ATES.

Offline LiTTleDRAgo

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Re: [XP] Unlimited Fogs
« Reply #17 on: June 06, 2013, 06:40:45 AM »
for fog disappear problem

(click to show/hide)

Offline exile360

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Re: [XP] Unlimited Fogs
« Reply #18 on: June 16, 2013, 04:29:21 PM »
Drago, essentially your fix works, but for some reason it seems to reset all the parameters of the fog(s) and reverting them to default when returning from a different scene.

Offline G_G

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Re: [XP] Unlimited Fogs
« Reply #19 on: June 16, 2013, 08:01:42 PM »
Okay, I have some time today and tomorrow to work on things. I think I'm going to completely redo this script.