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Messages - Nightfox

1
Resources / Re: Nightfox's Ressourcen
April 06, 2010, 08:12:20 pm










have Fun   ;)
2
I need script where the hero, if he has drunk a magic potion, and the effect of the potion will  after 8 battel turn subside.
After drinking the EquipmentMenu will appear on the hero.
After equipment switch should return again in the same battle mode.
See the demo, have received only partial attention.

ps. battle system is GubiD's Tactical Battle System Version 1.5

the demo :

http://www.sendspace.com/file/kl6e3n

Nightfox
3
With true does not go.
4
Because I  inserted GUILLAUME777' s Multi Slot and is not compertible for STCMS.
5
Resources / Re: Nightfox's Ressourcen
July 31, 2009, 10:45:49 am
a Firethrower

6
Can who this Script so change that element and status symbol is indicated, how in StormTronics CMS?

This Script :


#==============================================================================
# ** Advanced Equip Window V1.0
# von RPG Advocat (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/13
# http://www.phylomortis.com/resource/script/scr012.html
# http://www.phylomortis.com
#==============================================================================

class Scene_Equip
 # --------------------------------
 def refresh
   @item_window1.visible = (@right_window.index == 0)
   @item_window2.visible = (@right_window.index == 1)
   @item_window3.visible = (@right_window.index == 2)
   @item_window4.visible = (@right_window.index == 3)
   @item_window5.visible = (@right_window.index == 4)
   item1 = @right_window.item
   case @right_window.index
   when 0
     @item_window = @item_window1
     newmode = 0
   when 1
     @item_window = @item_window2
     newmode = 1
   when 2
     @item_window = @item_window3
     newmode = 1
   when 3
     @item_window = @item_window4
     newmode = 1
   when 4
     @item_window = @item_window5
     newmode = 1
   end
   if newmode != @left_window.mode
     @left_window.mode = newmode
     @left_window.refresh
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,
     "", "")
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     old_atk = @actor.atk
     old_pdef = @actor.pdef
     old_mdef = @actor.mdef
     old_str = @actor.str
     old_dex = @actor.dex
     old_agi = @actor.agi
     old_int = @actor.int
     old_eva = @actor.eva
     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
     new_atk = @actor.atk
     new_pdef = @actor.pdef
     new_mdef = @actor.mdef
     new_str = @actor.str
     new_dex = @actor.dex
     new_agi = @actor.agi
     new_int = @actor.int
     new_eva = @actor.eva
     @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
     if new_atk > old_atk
       @left_window.changes[0] = 1
     end
     if new_atk < old_atk
       @left_window.changes[0] = -1
     end
     if new_pdef > old_pdef
       @left_window.changes[1] = 1
     end
     if new_pdef < old_pdef
       @left_window.changes[1] = -1
     end
     if new_mdef > old_mdef
       @left_window.changes[2] = 1
     end
     if new_mdef < old_mdef
       @left_window.changes[2] = -1
     end
      if new_str > old_str
       @left_window.changes[3] = 1
     end
     if new_str < old_str
       @left_window.changes[3] = -1
     end
       if new_dex > old_dex
       @left_window.changes[4] = 1
     end
     if new_dex < old_dex
       @left_window.changes[4] = -1
     end
     if new_agi > old_agi
       @left_window.changes[5] = 1
     end
     if new_agi < old_agi
       @left_window.changes[5] = -1
     end
     if new_int > old_int
       @left_window.changes[6] = 1
     end
     if new_int < old_int
       @left_window.changes[6] = -1
     end
     if new_eva > old_eva
       @left_window.changes[7] = 1
     end
     if new_eva < old_eva
       @left_window.changes[7] = -1
     end
     elem_text = make_elem_text(item2)
     stat_text = make_stat_text(item2)
     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
     @actor.hp = last_hp
     @actor.sp = last_sp
     @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
     new_dex, new_agi, new_int, new_eva, elem_text, stat_text)
   end
 end
 # --------------------------------
 def make_elem_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   return text
 end
 # --------------------------------
 def make_stat_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.plus_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   return text
 end
end

class Window_EquipLeft < Window_Base
 # --------------------------------
 attr_accessor :mode
 attr_accessor :changes
 # --------------------------------
 def initialize(actor)
   super(0, 64, 272, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   self.z += 100
   @actor = actor
   @mode = 0
   @changes = [0, 0, 0, 0, 0, 0, 0, 0]
   @elem_text = ""
   @stat_text = ""
   refresh
 end
 # --------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 4, 0)
   draw_actor_level(@actor, 180, 0)
   draw_actor_parameter(@actor, 4, 32, 0)
   draw_actor_parameter(@actor, 4, 64, 1)
   draw_actor_parameter(@actor, 4, 96, 2)
   draw_actor_parameter(@actor, 4, 128, 3)

   draw_actor_parameter(@actor, 4, 160, 4)
   draw_actor_parameter(@actor, 4, 192, 5)
   draw_actor_parameter(@actor, 4, 224, 6)
   if @mode == 0
     self.contents.draw_text(4, 256, 200, 32, "Elemental Attack:")
     self.contents.draw_text(4, 320, 200, 32, "Status Attack:")
   end
   if @mode == 1
     self.contents.draw_text(4, 256, 200, 32, "Elemental Defense:")
     self.contents.draw_text(4, 320, 200, 32, "Status Defense:")
   end
   self.contents.draw_text(12, 288, 220, 32, @elem_text)
   self.contents.draw_text(12, 352, 220, 32, @stat_text)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 32, 40, 32, "��", 1)
     if @changes[0] == 0
       self.contents.font.color = normal_color
     elsif @changes[0] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 32, 36, 32, @new_atk.to_s, 2)
   end
   if @new_pdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 64, 40, 32, "��", 1)
     if @changes[1] == 0
       self.contents.font.color = normal_color
     elsif @changes[1] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 64, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 96, 40, 32, "��", 1)
     if @changes[2] == 0
       self.contents.font.color = normal_color
     elsif @changes[2] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 96, 36, 32, @new_mdef.to_s, 2)
   end
   if @new_str != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 128, 40, 32, "��", 1)
     if @changes[3] == 0
       self.contents.font.color = normal_color
     elsif @changes[3] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)
   end
    if @new_dex != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 160, 40, 32, "��", 1)
     if @changes[4] == 0
       self.contents.font.color = normal_color
     elsif @changes[4] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 160, 36, 32, @new_dex.to_s, 2)
   end
     if @new_agi != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 192, 40, 32, "��", 1)
     if @changes[5] == 0
       self.contents.font.color = normal_color
     elsif @changes[5] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 192, 36, 32, @new_agi.to_s, 2)
   end
     if @new_int != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 224, 40, 32, "��", 1)
     if @changes[6] == 0
       self.contents.font.color = normal_color
     elsif @changes[6] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 224, 36, 32, @new_int.to_s, 2)
   end
 end
# --------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
   new_agi, new_int, new_eva, elem_text, stat_text)
   flag = false
   if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
     flag = true
   end
   if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
     flag = true
   end
    if new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
     flag = true
   end
     @new_atk = new_atk
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     @new_str = new_str
     @new_dex = new_dex
     @new_agi = new_agi
     @new_int = new_int
     @new_eva = new_eva
     @elem_text = elem_text
     @stat_text = stat_text
     if flag
       refresh
     end
 end
end


class Window_EquipItem < Window_Selectable
 # --------------------------------
 def initialize(actor, equip_type)
   super(272, 256, 368, 224)
   @actor = actor
   @equip_type = equip_type
   @column_max = 1
   refresh
   self.active = false
   self.index = -1
 end
 # --------------------------------
 def item
   return @data[self.index]
 end
 # --------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   if @equip_type == 0
     weapon_set = $data_classes[@actor.class_id].weapon_set
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
         @data.push($data_weapons[i])
       end
     end
   end
   if @equip_type != 0
     armor_set = $data_classes[@actor.class_id].armor_set
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0 and armor_set.include?(i)
         if $data_armors[i].kind == @equip_type-1
           @data.push($data_armors[i])
         end
       end
     end
   end
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   for i in 0...@item_max-1
     draw_item(i)
   end
   s = @data.size-1
   self.contents.draw_text(4, s*32, 100, 32, "[Remove]")
 end
 # --------------------------------
 def draw_item(index)
   item = @data[index]
   x = 4
   y = index * 32
   case item
   when RPG::Weapon
     number = $game_party.weapon_number(item.id)
   when RPG::Armor
     number = $game_party.armor_number(item.id)
   end
   bitmap = RPG::Cache.icon(item.icon_name)
   self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
   self.contents.draw_text(x + 288, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
 end
 # --------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end

class Window_Base < Window
 # --------------------------------
 def up_color
   return Color.new(74, 210, 74)
 end
 # --------------------------------
 def down_color
   return Color.new(170, 170, 170)
 end
end
7
Thank you  :roll:
8
Soory, have no notion.  :^_^':

Here is a New Demo with Without StormTronics CMS change in Window_EquipLeft, Window_EquipRight...

The New Demo :

http://www.sendspace.com/file/bp7wi7

9
Can who this Equip menus cript compatible with StormTronics CMS make?  :'(

This Scrips is in the demo.

Demo :

http://www.sendspace.com/file/i66b76
10
sorry, settled oneself. There are still increases problems with these coods. Because of few others scrips.

:^_^':  :uhm:
11
These coods is from Stat Distribution System by Blizzard



#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias main_sds_later main
  def main
    main_sds_later
    if BlizzCFG::AUTOMATIC_CALL &&
        $game_party.actors.any? {|actor| actor.points > 0}
      $scene = Scene_Points.new
    end
  end
 
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map
 
  alias main_sds_later main
  def main
    main_sds_later
    @notify.dispose if @notify != nil
  end
 
  alias upd_sds_later update
  def update
    check_icon if BlizzCFG::DISPLAY_ICON
    upd_sds_later
    if BlizzCFG::AUTOMATIC_MAP_CALL &&
        $game_party.actors.any? {|actor| actor.points > 0}
      $scene = Scene_Points.new
    end
  end
 
  def check_icon
    if $game_party.actors.any? {|actor| actor.points > 0}
      if @notify == nil
        @notify = RPG::Sprite.new
        if BlizzCFG::OWN_ICON
          @notify.bitmap = RPG::Cache.icon('point_notify')
        else
          @notify.bitmap = Bitmap.new(24, 24)
          @notify.bitmap.fill_rect(0, 0, 24, 24, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(22, 1, 2, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(1, 22, 23, 2, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(23, 0, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(0, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(2, 2, 20, 20, Color.new(0, 0, 224))
          @notify.bitmap.fill_rect(4, 10, 16, 4, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(10, 4, 4, 16, Color.new(255, 255, 255))
          @notify.opacity = BlizzCFG::ICON_DATA[2]
        end
        @notify.x, @notify.y = BlizzCFG::ICON_DATA[0, 2]
        @notify.z = 5000
        @notify.blink_on
      end
      @notify.update
    elsif @notify != nil
      @notify.dispose
      @notify = nil
    end
  end
 
end



Link for Actor Customization V6 :

http://www.sendspace.com/file/l6cu7x
12
Event System Requests / Re: Helping...
March 13, 2009, 03:06:37 pm
Sorry, into this case custom I a Rgss script. Because of Gegener in the data base, for this Effect would separate. Because of would separate arctors in the data base, for this Effect.
13
soory, I need a poison script. Script should go on the map. If actor an object affects, it loses points of life. If an opponent an object affected it loses points of life.

:)

Example :

Spoiler: ShowHide



Spoiler: ShowHide



Big images should go in spoilers. :3 ~Love, Starrodkirby86
14
Resources / Re: Nightfox's Ressourcen
March 13, 2009, 08:16:46 am
Calintz Thanks, ok

Have fun with it :)

futurelampe :



15
Resources / Re: Nightfox's Ressourcen
March 12, 2009, 11:35:15 am
a flare , it is from me

16
Event System Requests / Helping...
March 12, 2009, 11:29:03 am
...for example: Katarina step into something pointed clean or opponents the monster step into it and loses points of life. Should go for both side . Only into it stepped, loses points of life.

:)
17
Resources / Re: Nightfox's Ressourcen
February 15, 2009, 04:38:05 pm
The Panda template is from Tana , the other charactersets template its form me. Example  from Gorella is me.
18
Resources / Re: Nightfox's Ressourcen
February 14, 2009, 09:54:11 pm
Sorry, I changed this icon and adapted. For Viehr of icon I made.

:<_<:
19
Need a scriper, which describes this Script me. I this Script tested. Goes, but I need few improvements. I need more exact level an assignment to the monsters. For example: The Plizmonster is to have level 1 on the map 1 There ' s gives 2 to have on the map 1. however still Baummoster, those is level. One can assign boss the monster in this script at all no more exact level. This script selects automatically all monsters a different level degree too that one adjusted in script, which is example on map 1. For example: If one stops the level degree of 3 in script for map NR 1. Do not get these monsters different level of 1 to 3.Und this are good I would like into this case, which is adjustable the monsters on map 1 manuele to each level. I need pure manuele level an attitude to each monster in the data base.

The Script :

Spoiler: ShowHide
=begin

//===========================================================================\\
||====  Enemy level system                                                ====||
||===  Author: rotimikid                                                   ===||
||==  v1.7                                                                  ==||
||==  Wednesday September 26, 2007                                          ==||
||==================================== =======================================||
||===  Instructions-                                                       ===||
||====  Below                                                             ====||
\\===============================================  ==========================//

*************************************** ****************************************
**    This script edits Game_Enemy                                            **
*************************************** ****************************************

************************************** *****************************************
*********                       Instructions                           *********
************************************** *****************************************
***   Put the script above main. define the levels for each map. the levels  ***
***    of the enemy will actually be randomized anywhere between 2 below or 2***
***    above the level for the map. edit the stat finding formula as you deem***
***    fit, just make sure you know what you're doing. you can now change the***
***    level of the map by putting in a call script                          ***
***       $game_system.map_level = x                                         ***
***    replace the x with the level, if you want a level. if you don't want  ***
***    to change the level of all maps like that, place in a call script     ***
***       $game_system.map_level = nil                                       ***
********************************************************************************


=end

class Game_System
 
  alias rtmkd_initialize initialize
  attr_accessor :map_level
  attr_accessor :rand_level
 
  def initialize
    rtmkd_initialize
    @map_level = nil
    @rand_level = true
  end
end

class Game_Enemy
 
  #this is an hash for level. on the left of each hash is the current map's id,
  #and on the right is the base level. level can fluctuate between 2 above and 2
  #below the base level.
  def initialize(troop_id, member_index)
    super()
    @troop_id = troop_id
    @member_index = member_index
    troop = $data_troops[@troop_id]
    @enemy_id = troop.members[@member_index].enemy_id
    enemy = $data_enemies[@enemy_id]
    @battler_name = enemy.battler_name
    @battler_hue = enemy.battler_hue
    @hidden = troop.members[@member_index].hidden
    @immortal = troop.members[@member_index].immortal
    level_map = {1 => 1, 2 => 3, 3 => 5}
    if level_map.include?($game_map.map_id)
      randi = rand(5) - 2
       randi = 0 if $game_system.rand_level == false
      if $game_system.map_level == nil
        @level = level_map[$game_map.map_id] + randi
      else
        @level = $game_system.map_level + randi
      end
      @level = 99 if @level > 99
      @level = 1 if @level < 1
    else
      @level = 1
    end
  #switch for bosses. if switch is on, enemies will use levels. if it is off,
  #they will use their base stat. this is usefull for bosses.
    #replace the 1 with whatever switch you want to turn off levels.
      if $game_switches[1] == true
        @level = nil
      end
    @hp = maxhp
    @sp = maxsp
  end
   
  def base_maxhp
    if @level != nil
      base_hp = $data_enemies[@enemy_id].maxhp
      add_on = ((base_hp / 5) ^ 1.35) * (@level - 1)
      return base_hp + add_on
    end     
    return $data_enemies[@enemy_id].maxhp
  end
 
  def base_maxsp
    if @level != nil
      base_sp = $data_enemies[@enemy_id].maxsp
      add_on = ((base_sp / 5) ^ 1.35) * (@level - 1)
      return base_sp + add_on
    end 
    return $data_enemies[@enemy_id].maxsp
  end
 
  def base_str
    if @level != nil
      base_str = $data_enemies[@enemy_id].str
      add_on = ((base_str / 35) ^ 0.98) * (@level - 1)
      return base_str + add_on
    end 
    return $data_enemies[@enemy_id].str
  end
 
  def base_dex
    if @level != nil
      base_dex = $data_enemies[@enemy_id].dex
      add_on = ((base_dex / 35) ^ 0.98) * (@level - 1)
      return base_dex + add_on
    end 
    return $data_enemies[@enemy_id].dex
  end
 
  def base_agi
    if @level != nil
      base_agi = $data_enemies[@enemy_id].agi
      add_on = ((base_agi / 15) ^ 0.98) * (@level - 1)
      return base_agi + add_on
    end 
    return $data_enemies[@enemy_id].agi
  end
 
  def base_int
    if @level != nil
      base_int = $data_enemies[@enemy_id].int
      add_on = ((base_int / 25) ^ 0.98) * (@level - 1)
      return base_int + add_on
    end 
    return $data_enemies[@enemy_id].int
  end
 
  def base_atk
    if @level != nil
      base_atk = $data_enemies[@enemy_id].atk
      add_on = ((base_atk / 25) ^ 0.98) * (@level - 1)
      return base_atk + add_on
    end 
    return $data_enemies[@enemy_id].atk
  end
 
  def base_pdef
    if @level != nil
      base_pdef = $data_enemies[@enemy_id].pdef
      add_on = ((base_pdef / 35) ^ 0.98) * (@level - 1)
      return base_pdef + add_on
    end 
    return $data_enemies[@enemy_id].pdef
  end
 
  def base_mdef
    if @level != nil
      base_mdef = $data_enemies[@enemy_id].mdef
      add_on = ((base_mdef / 35) ^ 0.98) * (@level - 1)
      return base_mdef + add_on
    end 
    return $data_enemies[@enemy_id].mdef
  end
 
  def base_eva
    if @level != nil
      base_eva = $data_enemies[@enemy_id].eva
      add_on = ((base_eva / 15) ^ 0.98) * (@level - 1)
      return base_eva + add_on
    end 
    return $data_enemies[@enemy_id].eva
  end
 
  def exp
    if @level != nil
      base_exp = $data_enemies[@enemy_id].exp
      add_on = (base_exp / 8) ^ 1.12
      return base_exp + add_on
    end
    return $data_enemies[@enemy_id].exp
  end

  def gold
    if @level != nil
      base_gold = $data_enemies[@enemy_id].gold
      add_on = (base_gold / 8) ^ 1.12
      return base_gold + add_on
    end
    return $data_enemies[@enemy_id].gold
  end

 
  def level
    return @level
  end
end

class Window_Help
    def set_enemy(enemy)
    text = enemy.name
    level_text = enemy.level
    if level_text != nil
      levela = level_text.to_s
      text += "       Level: " + levela
    end
    state_text = make_battler_state_text(enemy, 112, false)
    if state_text != ""
      text += "  " + state_text
      text += "  " + state_text
    end
    set_text(text, 1)
  end
end



Events cods :

paste
above main. edit the hash named level_map to define the base level for
each map. the actual level for each enemy fluctuates between 2 above
the base level and 2 below the base level. you can go ahead and edit
the formula for calculating the stats. i didn't really spend a long
time on the formula, so i'm sure it is not perfect. also, if you want
to change the level of the game (all maps), put in a call script
CODE
$game_system.map_level = x
replace
the x with the level you want to change it to. note, this does not
change the defined level of each map, it only changes the level at
which you will currently find enemies, no matter what map you are on.
to have the game use the map's normal level, put in a call script
CODE
$game_system.map_level = nil
if you want to turn off random level, put in a call script
CODE
$game_system.rand_level == false
if you want to turn it on, put in a call script
CODE
$game_system.rand_level == true
by default, random level is on.

20
Event System Database / Re: Horse Betting and Racing
February 14, 2009, 09:50:30 am
Thank you, is this version Aktuele ?

I like it :)