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Messages - StorocnekXx

1
Oh my gosh!
This is so amazing!
*-*
Awesome work done here! Wow!
2
Event System Requests / Re: Temporary Sprite Removal
March 22, 2014, 06:59:41 pm
Quote from: Zexion on March 22, 2014, 12:25:37 pm
Uhh, you could just do
Set move route: Change opacity = 0
Then
Set move route: Change opacity = 255
When you're done

:facepalm: @myself

yes, use "my" method and replace "Graphic -> none" to exactly what Zexion said.
Should do the trick.
3
Event System Requests / Re: Temporary Sprite Removal
March 22, 2014, 09:57:12 am
Sorry, If I got this wrong, but here's my suggestion:

- Make a common event in the database
- Make it parallel process
- Make it active via switch, called whatever you like (Let's name the switch "worldmap")
- Whenever you enter the world map, turn on that switch
- Whenever leaving the world map, turn the switch off
- It contains the following condition: If switch worldmap is on...
- ... change graphic -> Player -> None
- ... if it is not on...
- ... change graphic -> Player -> Sprite of your Charakter

I hope this will do it. :)
4
I'm not sure, because I'm a noob, but can't you just remove the first line after the comment or even all 4 lines?
If it does not have the if-part in the first case, it's automatically on, isn't it?
But if it is automatically on, you don't need to ask (second if), if it is true, because it is always true.
Am I wrong?
5
Hello everyone :)
I'm trying to learn the basics of scripting so far with some tutorials suggested. I need to learn a bit of scripting, to create windows showing up hero HP, enemy HP and so on. I do not really want to create battlesystems or menues or stuff like (Actually, I'd love to do so, but not in the near future).
I have made a battle system done with eventy, but I hate 'klicking' on an enemy to ask for it's HP. That sucks. I just want a window over their head to show their HP.
Anways...
I read quite a lot with confusing words, several phrases, new vocabulary and now I wanted to give it a shot on my own.
As I went through this tutorial, I wanted to create my own window.
This is the 'script' I came up with:
Spoiler: ShowHide
class Self_HP < Window_Base
 def initialize
   super(448, 160, 96, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.draw_text(0, 0, 100, 100, "Text.")
 end
end

   
To call the 'script' I use the command '$window = Self_HP.new'.
... and it does show up a window at the wanted location, but it does not show the text massage anywhere on the screen. I changed several numbers of the draw_text thingy (is it a method? Object? Whatsoever, I read so much, I'm confusing myself with the phrases anyway) but it still does not show up the next (e.g., I changed it to the same variables as I put in "super()"). The typical "Is you Mainscript correct? Does it have a font defined?" and so on does not seem to be the problem, because I allready took the main script from other working projects.
Edit: Looks like my window is too small to include a text. If I extend the window itself, the text can be seen. However, there is "huge" space between the borders of the Windowd and the actually text. Can this somehow be made smaller? I really just want a small window showing 2 variables (HP), like "100/102" - There's no need for more space than that.
I may repeat myself: I'm totally new, so maybe this is just something plain simple I absolutly do not get.

Next thing is, the window won't close for me. The tutorial states to use '$window.dispose' to dispose the window made in the tutorial, but sadly it does not tell me how to dispose any window just created. (Using '$window.dispose' results in an error.)
Edit: This is important. As I don't know how to actually refresh some variables or something (Like "Has the variable/Hp changed?" -> "change the shown number aswell), I want to erase the allready created window and create a new one with the correct numbers. I don't really get what  $window.dispose does, so it sometimes delets something, sometimes it does not and it just confuses me. So the question is: How do I delete shown windows?
Edit2: Done, thanks Blizz.

But while we are at it, there's another question (somehow) fitting to this problem: How do I show up variables defined in the databes/due to events? Like Hero's HP? I want this window to show up the actuall and the maximum HP of my (only) hero1 in the party in exactly that window (Actuall HP / Max HP). Do I have to first define a @variable and set it (=) to an 'normal' variable? (Yet again, those 'global', 'class' and other variables keep confusing me. Need to read those tutorials again).
Edit: Guess I figgured this out. Nevermind that then.
Edit2: ...It just does not refresh. I solved this with deleteing the old window and create a new one with the new numbers, but there is a problem. (Look above)
Edit3: Done.

Next thing is how to set up conditions (I did NOT read the tutorial for that so far, so maybe it will be clear after I read it. However, I'm asking it now to not open another thread later on or eventually double post).
I have a variable asking how many enemys the battle has. For every enemy excisting, there shall be a window over their head showing up their actuall/max HP, just like for my hero. I thought about something like this in general: (Of course, this is not something implementable)
Spoiler: ShowHide
HowManyEnemys? == 1
    Then create_window (over enemy head)
    draw_text("actuallhp / maxhp")
HowManyEnemys? == 2
    Then Do as above
    create_window2 (over second enemy head)
    draw_text("actuallhpmonster2 / maxhpmonster2")
HowManyEnemys? == 3
    Then do as above
    create_window3 (over third enemy head)
    draw_text("actuallhpmonster3 / maxhpmonster3")
HowManyEnemysAreDefeated? == HowManyEnemys #Every enemy should be dead until windows are removed (bc you can attack corpses (in my system))
    Then allwindows.dispose

First of all: Is this possible? It does not sound complicated (for me), but I'd better ask.
Second: Is it easy to set up or do I need to know a lot more about scripting?

Edit: I solved this somehow else, with a simple conditional branch "How many enemys?" -> 1? -> Call Enemy1_HP // -> 2? Call Enemy1_HP and Enemy2_HP and so on. Does work so far. However, I still got stuck in deleating and newcreating windows. Look above.
Edit2: Done.



Edit: How do I ask for an enemies' name in the database? I want to a window to show up, telling the name of [EnemyNumber10InDatabase]. How do I do that?


So, since that's quite some questions to ask for in the first place, I'd be very thankfull if somewould would help me out. Maybe it's something that easy that I have just overseen, but, as stated, ... I'm new to that kind of stuff.

Thank you very much for reading this!

Greetings,
StorocnekXx
6
Hello everyone and thank you for opening this topic.
I currently stuck at game designing and I somehow have no idea to solve this, unless I'll write and post my thoughts there. So if this is wrong here, or wrong in general, please (re)move this post where it belongs. Thank you very much.


So, what's this topic about?
The title probably says it all, but this is something I really keep asking me on and on:
How much does a battle system effect the game itself and what battle system will catch the players eye?

If I wanted to design a game, I want it to be unique in some way. Not something everyone can pull of, or something people might compare to other works. Having a unique battle system is one of the most important parts for me if playing a game. There are many ways of battle systems, but for the ease of it I want to put them into two major groups:

Turn based system (TBS) - Charakter have their turns, perfom actions, wait until several time has passed, perfom another action and so on.

Action battle system (ABS) - Charakter move freely, act freely, act when they want and what they want.

The thing for me is the following:
If I play a TBS, I feel like I'm less capable of what is happening in the fight. I have only a small amount of possibilities to turn a fight around. I have to plan a strategy and use my actions wisely. If I make a mistake however, I have to wait quite some time to act again, while enemys have time to act, counteract and I have little to none possibility to prevent them doing so. But, however, If I get the hang of it, pull of a good strategy, the battle seems to be to easy. Let's say you found out an enemy is weak to fire - What reason would there to not only use fire-based attacks? Maybe you ran out of Mana or whatever, but that's basically it. If you found out an enemy will use an high-damage spell every third turn, you will protect yourself every third turn. Of course, there are battle systems and games which will prevent that, by changing elemental weaknesses and strategies of enemys, no doubt, but, again, this is just for the ease of it.

If I play an ABS, I feel like I need to react as fast as possible, I feel like I have a lot to care about and a lot to think about - How to dodge the spell? What casting time do my spells have? What positioning do I need? And so on. Thing is, sometimes it's to much, sometimes it's to little. If I figure out, that an enemy is weak to fire, I can continue casting fire-spells, but I still need to hit them, I need to place them and I need to keep in mind that an enemy is probably moving aswell. Same problem with the TBS: If I make a mistake, cast a 3 second-spell into the middle of nowhere, the enemies have a lot of time to counteract.

That's that.

Let's say you want to create your own game and you definatly want to have battles (having no battles in the game is no option in this particular case) - Isn't the battle system one of the most important parts? A huge amount of time passes during battles, they give the feeling of actually being in the game, being part of it and so one. If the battle system sucks, the game itself seems to suck. You get the feeling like "Ehrmehrgehrd, again a boring fight I have to finnish, so that the story can go on". But if the battle system is good and you enjoy fighting, it's more like "Hell, yeah, I managed to pull off a good combo this fight, that's awesome!" and you get the feeling of being somehow "good" at that game, don't you?

For me this is clear: If the battle system is good, I can enjoy the game. If the battle system is might, I probably won't play the game for long.

So as most of us try to create our own games, I really want to know how much it is important for you to have a good battle system and what does it take to be a good one?

Does the battle system has to be something new?

Of course, I love ABS and I love TBS. I even like some shooters. But if I wanted to create my own game, I do not want to use any of this, because it feels like everyone uses them.

For example, let's take Blizz-ABS. It's awesome, I also put it in something I made up. It does what it should do, works fine, and even I am able to set up some battles and new spells with it. But as good as it is - it's just a regular ABS.

Let's take the GTBS from GubiD. It's also awesome. It's also easy to set up, and it also does what it should do. But again - It's just a regular Tactical battle system.

Let's even take the TBS from the XP itself: It offers a fair and common turn based system, which is easy to set up and stuff like that. But - I'm repeating - it's just a regular TBS.

I don't want to make any of these battle systems bad, the opposite is the case, I love those examples, and I love them being used in other games (FF-Tactics for example!), but I just don't like them in my own games.

But here lies the problem: If I wanted to create my own battle systems, I either need to put a LOT of work into eventing - Or learn scripting. I can't script a single bit (which is why I pointed out that even I can adjust BlizzABS), so that's not an option for me. Eventing would be the other deal. I set up an Sideview-Battle-System, but it's only for one Charakter agains a maximum of 3 enemies and is probably utterly boring and every scripted one would be better; that's for sure. I have a lot of Ideas for battle systems I'd like to use, but I just don't have the possibilities to set them up, because I lack the skill.

And that's exactly why I set up this topic. If I can not set up my own battle system, which forces me to use one a lot of people know, which is common, which is known, which is easy to set up and everything else - Will the people say "Oh yeah, that's BlizzABS, I know that", "Well, typical system", "Nothing special", "I don't like playing copied battle systems" OR will people look over it and say "Well, I don't really care about fights, I want to see the story" and so on?

That's really something that bothers me, as I, as stated, can't set up anything on my own in the nearest future, which will make myself happy, so that I am stuck in progressing, because if I don't like playing my own game, because I don't like my battle system, I have no motivation to carry on creating it. (I mean, why would I create something I don't like myself?)

Okay, so, well, that's a lot of text. I try to summarize it:
TL; DR: How important is a unique battle system for you? Would you play a game which uses "typical" systems like "BlizzABS" for the sake of the story/others or would you rather be sad for not having a unique battle system?

Thank you very much for reading this. I just came up with it. It may be full of mistakes, but I just made this up to put my thoughts somewhere. I'd be really glad if someone just writes something like "Aha", so that at least someone is responding. I don't expect anyone to join a discussion, but I really just wanted to drop my thoughts somewhere. Again, thank you for reading.


Greetings,
StorocnekXx
7
wow!
This looks awesome!
The art is great, the idea is great of course and it looks so promissing!
To bad I speak not a single french word, but as you said there will hopefully be a english version.
Please, continue this awesome piece of art! :)
8
Entertainment / Re: Characters to go gay for
March 17, 2014, 12:55:35 pm
Quote from: Blizzard on March 17, 2014, 11:39:40 am
That guy from the "ridiculously photogenic guy" meme.

For some obvious reasons, yeah.  :naughty:
9
Heyho. :)

First of all, thank you for this great script!
Since I'd really like to use it, I'd like to ask if there is the possibility and the person who wants to do so to modify the script, that is has some kind of delayed crafting (and Lvl system).
What I'm talking about is this:
If I want to create Item1 in the forge, by using the items and paying stuff like usual, I want the player to be unable to create more things unless a certain play-time has passed. Something like a little progress bar is shown if the smithting script at exactly that smithing point, if the players opens it. That means, different forges can worke side by side, and if forge1 creates item1, forge2 can be used as normal and so on.
Maybe, at the same time it's possible to create a smithing level. Creating an Item/Weappon/Armor gives smithing-experience. If the smithing experience increases, the player gains smithing-lvls. The higher this lvl, the lower the costs of crafting, the higher the money gotten from extracting, the faster the progressing-time passes over and the better items can be crafted.
The lvl-part is not the most important thing though, but something like tha delayed-progress (see above) would really help me out a lot. :)
Thank you for reading this!
10
Oh Hi guys! I just met s super famous filmstar and I got VIP-Tickets for all of us! Let's forget this stuff and have a party, whoo!
11
Chat / Re: I'm so fucking done.
March 02, 2014, 07:23:17 am
He sounds like a person I do not want to deal with in general, but nevermind that.

I guess both answers here state the obvious allready. If you wanted both to do the LP, why doesn't he agree on testing it before? I mean, hell, you're absolutly correct. There are so many LPs (and other stuff) on YouTube, that toally suck, because no one can understand what they are talking about.
So first point for you.
Second point for you is being like one of the nicest friend imaginable. Like, cooking, fullfilling wishes and so on. It's not like everyone would do this. That should be thanked at some pint for sure, but as a result, he ignores you.
Third point for you is the thing with privacy. Yeah, it's so damn private to know about the first pets name, isn't it? If it was so important for him to keep his passwords save, why would he choose such an easy question with such an easy answer then?
Fourth points is, what would make me especially angry, the thing with Zelda and so on. I just hate it, when I am right/I was right and I can't fucking proof it, because my opponent keeps twisting things around just to fit the facts. But that aside.
Sheesh, why do you even meet him in the first place? "Why do you always have to talk?" - Like, dafuq? What's a friendship/relationship made off? Smiling, being happy but not saying a single word? Now that sounds like I'd like no have it. - Not. That can't work. And it won't for some obvious reasons.
I'd agree with Blizz and would stop seeing him (at least for some given time). If he, as you stated he probably won't, start appologizing that's another thing, but nothing really game changing.
Just keep calm (or at least try to), let this sink and most important, don't let this get you down. Not him. He sounds like "the biggest god damn cunt ever".
12
Express your Creativity / Re: Me singing in 2010
February 25, 2014, 03:09:49 pm
Wow.
I love the "The scientist" cover!
it has such an original touch, your voice fits so awesome to the way you interpreted it!
I totally enjoy it, great work!
13
Express your Creativity / Insert_name
February 25, 2014, 03:05:53 pm
Hey everyone :)
Because I found this thread, I thought I'd share my music with someone, who want's to listen to it.
For now, it's not much to listen so (2 songs exactly xD) but at least I gave it a try.
I'd love to hear about feedback though.
I'm an amateur and know little about the programm I'm using, so I'm trying to do the best of little knowlegde.
Feel free to listen to it.
Bad/Good thing is, I wouldn't even know how to put those songs into a genre, so I can't tell what you are up to. Something orhcestral with electronic or something.
Have fun and enjoy! :)

https://soundcloud.com/insert_name_sc/sachen-die-was-machen

https://soundcloud.com/insert_name_sc/like-i-care
14
Quote from: WhiteRose on February 22, 2014, 02:02:40 pm
Similar systems


Uuuuh, those are awesome!
Thank you for posting those. :D

But, still, as you said, it's apperently not for skills.
Since it's not that I need this script within the next month or something, I got plenty of time to spend on waiting, that's not the problem. :)
15
Chat / Re: The "Post your Desktop" Thread
February 24, 2014, 02:12:12 pm
Quote from: WhiteRose on February 23, 2014, 07:22:23 pm
You have Osu! :D

Yeah! "Osu!" is awesome! But i totally suck at it, so I'd rather not contest with someone. :D
16
Chat / Re: The "Post your Desktop" Thread
February 23, 2014, 05:33:20 pm
So much random stuff.
I should really clean up more often.
Dem screens of LoL, dem random audios, dem dafuqisthiseverythinghere. :<
Thes background is... an insider with some friends. It has a long story, but whenever i see my desktop i need to giggle. :D
something random: ShowHide
17
Chat / Re: Your Life Here
February 23, 2014, 05:25:57 pm
I was partying yesterday for, like, the second day in my life in a discotheke.
I knew the barkeeper (she is my teacher, lol.) and I got some free drinks.
Unfortunately, dancing strangely made my glasses drop on the floor.
Put them back on; everything seemed to be allright, and the party carried on for another 4 hours.

I wook up at 10 this morning, felt a little dizzy and stayed in bed for another 6 hours checking my phone, doing things on the laptop, playing games and so on.
After that, I decided to put my glasses on and thought "man, they are really dirty, i need to clean them"
and took them in my hands.

and THAT'S when I noticed, one glass is missing.  :O.o:
it dropped on the floor while dancing
but i did not notice that while wearing them 4 hours while partying.  :facepalm:
I mean, hell, i wasn't that drunk, seriously not, but why the hell did i not notice my glasses only got one glass left?!
i nearly died of laughter because of that, to be honest.

end of story is, i'm fkn blind now. :c
18
Chat / Re: What's your favorite magic system and why?
February 23, 2014, 05:14:02 pm
I totally enjoyed the magic-system of "Lost Magic" for the gameboy ds.
To cast a certain spell, you had to press L (i guess) and draw a rune with the pen.
If you draw the wrong on not that clear, the spell will not be cast.
Depending on which runes you drew in combination the effects changed and combined.
Those are the runes:

Basically, that gave me the feeling I realla actually casted that spell myself and not the charakter.
That game ing eneral (battle system and so one) is quite good, but you can only reach lvl 50. That's okay in one point, BUT you reach lvl 50 after half of the story quests is done, making any other battles absolutly useless and just timefilling (since you can't equip/dropp stuff and so on), but that was just totally wrong here.
nevermind, the magic system it has really fascinated me for given reasons.
19
Thank you for your response!
I wanted to do it a little bit like FFXII with the Chrystarium (or whatever it is caled in english xP).
At a certain stage of the game after going on with the story, the Chrystarium (let's call it like that, lol) is gained 1 stage; in "my" game it's one more CL.
But I totally agree. The balance is the hardest part to accomplish correctly, but therefore are, as you menshioned, the ZP. The gain of them as well as the usage should carefully be done. There should be formulars like for example "Firedmg+Waterdmg+...+MagicDmg > 100? -> ZP reserved +1" ----- "Firedmg+Waterdmg+...+MagicDmg > 200? -> ZP reserved +2" and so on.
But as you also said, that's up to the creator, not the player.
Thank you again for responding!
I'm glad someone likes the idea. :)
20
Hey everyone!
I asked myself, is there a script or something which let's the player create his own skills?
Let me explain what I thought off.

The Player does not like the fact that every fire-based skill deals tons of damage and every water-based skill heals.
So he wants that to change.
He also does not like that all his magic skills are affected by his INT.
So he wants that to change.

He then talks ingame to a magic stone (whatever) and a window opens, asking him what skill he likes to create and he gets several options offered, looking something like this:
warning, a lot of pictures: ShowHide

Leads to...

Leads to...

Leads to...


Now let me explain how this should work:
Picutre 1:
First of all, you select a charakter, who shall have his spells changed. In this picture, I choose number 1.
- HP indicates his health.
- SP indicates his specialpoints/mana/whatever
- ZP indicates his "spellcreationpoints". creating a spell reserves those points. if he has 8 points, the charakter can create 1 spell that costs 8, two spells that cost 4, one that costs 5 and one that costs 3 and so on. he does not need to have them all used but he can not use more. removing/chaning a spell gives him back those points of course. they are only reserved. the amount of ZP needed by a spell is calculated on how much damage it does, what scaling it has and so on.
- CL insidcates the "creation level". if a spell should deal an enourmous amount of damage, the creation level needed for especially that spell is higher than a spell which deals only a small amount of damage. If the spell needs a higher lvl than the charakter has, it is not able to be created. the CL needed is calculated on how much damage it does, what scaling it has and so on.
- A indicates how much spells the charakter is able to equip together at any given time.
- "Spellname1" is the name of the spell
- "5firedmg" is dealt if the spell is used
- "0.4 Int" means that if the spell is used the damage is increased by 0.4*charaktersINT and added up to the 5firedmg as firedmg itself. (if a spell has 2 types of damage, like "Spellname 2" a factor (0.2 int) adds up both 0.2*INT fire AND 0.2*earth damage (which is why the scaling for the second spell is lower while still having the same cost)
- "single" resembles how many enemys/charakter are hit (single/all)
- "lvl1" indicates what CL is needed to create that spell
- "4 heal" indicates that 4 health is restored upon using that skill
- "0.3 Int" (together with heal) adds up 0.3*INT heal to every charakter affected by the heal
- "All" indicates that every enemy/charakter is affected

Picture number 2:
I clicked (enter, action button, whatever) on charakter one and i get the possibilites to:
- "change a spell" allows to select an allready created spell to change it
- "create a new spell" allows to create a new one, adding it to the list. only possible if the char has less skills learned than he is able to have (See: "A")
- "delete a spell" allows to select a spell to delete it, refunding it's ZP. The player is asked "do you really want to delete the "Spellname 3, 5 heal, 0.1 int, single, lvl2"?

Picture number 3:
I clicked (see above) "change a spell" and have the possibility to select one of my allready learned spells to change them.

Picture number 4:
That's where the fun starts.
- Enter name here: You have the option to enter a name here. Else it's just "Spellname 1/2/3/..." This name IS shown in the manue or something as it's name
- Damage: You can, by selecting the type of damage (scroll with arrows keys/'wasd' over a the damagetype you want, click enter/action key) and then pressing the right or the left arrow key do increase/decrease the damage by 1. using the up or down arrow key increases/decreases the damage by 10.
- Heal: Same as above, only does not deal damage, but heals (D'oh)
- Scaling: same selection as above, but right/left arrows keys increase/decrease by 0.1 and up/down increases/decreases by 1. The scaling factores your statistics in the damage dealt. Exampe: Scaling of 0.4 int means: if you have 40 int, 10damage is additionaly dealt to the hit enemy in the type of the selected element(s). Same as with heal. (With this option it's possible to have higher healing, if you have a lot of strength if you choose to have a high str-scaling for example)
- State added: Select a state with right/left arrow key, which shall be added if the spells hits. (positive or negative)
- State removed: Select a state with right/left arrow key, which shall be removed if the spell hits. (positive or negativ)
- Hit: select, if the spell hits one target or every target (in range/in the group, depending on the battlesystem used (database: One enemy/Ally enemys // One ally/All Allies))
- Animation: This is probably quite difficult. The player may recieve "Animations" throughout the gameplay, which he can use her as the animation for his spells. Those animations are not done by himself, but they are in the database. I have no idea of scripting, so i don't know if it's possible to do that like this. If the player once receives "Fire 1 - Animation" in the story, he is able to select this animation for every spell he wants.
- Suggested class: This is totally optional. If someones uses a class-system, one can add up that some classes are unable to learn special skills and some get a bonus. for example, if you are a mage, you deal 10% more damage with this spell (calculated at the end) and so one. This bonus depends on the skill itself and may hopefully be configured via the script (for example: "If firedamage is over 300 -> Monks are forbidden to learn, mages get 10% bonus";;; Other example: "If earth damage = 0 -> Gemoancer is forbidden to learn, every other class gets 5% bonus)
- Forbidden class: See above, optional. Maybe some classes are forbidden to learn magic or THAT spell especially. Every class not mentioned here is allowed to learn that class.
- SP cost: Using this spell will consume 2SP/Mana/Whatever
- CL Needed: Indicates what CL the charakter needs to have. If the CL is too high, the spell can not be created
- ZP reserved: reserves the ZP of a charakter (see above, "ZP")
- create!: will create the spell respectively change the spell if you choose the option "change a spell" instead of "create a new spell". It can only be created, if the requierements (free space (see "A"), CL is high enough, enough ZP are unreserved) are met. Else it's "Can not be created!"





ooooooooooooooooooooooooooooooooooooooookay.
Well, THAT was a lot of explanation and I know this is not something easy.
Thing is, I might not be the only one who'd like to have this kind of scripts.
If someone ever wants to do this, please tell me so, so that I can merry you and give you everything you want and need. O_O"
This is just basic ideas (haha..), if someone really wants to do this to help me, I'd probably want some other elements/stats and so on. This shall just be a basic idea behind it...


I'd love to also hear comments about that idea.
Would you like to see that ingame?
Would you be pleased by the idea of creating your own spells?
Would it be to much afford for you?
Would you rather want given spells than creating your own?

And last but not least:
Thanks a lot for reading! It means a lot to me if someone reads my posts carefully and eventually share's his or her own ideas.

Thank you and greetings,
StorocnekXx