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Found 1,328 results

  1. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  2. https://www.pokecommunity.com/showthread.php?t=220360 Hey again, I know I know all I do is ask questions with little to show. I hope to change that soon, but right now I found something that could help me with an older project. The above is a starter kit for fans of Pokemon Mystery Dungeon, however when I attempt to run/open it I get and I noticed the link above said "RPG Maker VX" so I'm assuming Ace can't open it because it uses RGSS301.dll? But I do wonder if there's a way to get VX Ace to open this, right? P.S when I ty to open it I do get the message about how Windows can't open Game.rvproj.
  3. Advanced Recipe Crafting v1.0 By Vlue Introduction It's like Basic Recipe Crafting, but advancery! This script allows you to implement a crafting system into your game, complete with many options including different crafting categories each with their own skill levels. Amazing! Features - Craft items using various different recipes and ingredients - Limitless categories and skill levels - Variable success rates - Multiple Crafting options! - Banana Bread!? Screenshots How to Use Paste script in, set up recipes as needed. (Recipes need to be learned before they show in the list, via the script call learn_recipe(id), recipes that are learned but can't be crafted due to level requirements will not show in the list) Script As usual, on the pastebin: http://pastebin.com/HG1yFEj6 FAQ None yet. Ask me anything! Credit and Thanks - By Vlue - Free for use in any project, commercial or otherwise, with credit given - Donations always welcome! Author's Notes I got nothing. It's simpl, really... trust me. Don't look it up.
  4. TobiObito4ever

    Certain Order Puzzle

    So I'm creating a puzzle in my horror game where you have to decapitate some dolls in a certain order: 1368. The problem is figuring out exactly how to do it. I tried messing around with variables, but I'm totally stuck. Do I need variables for the correct dolls? Any help, please? ^ Clue to the puzzle
  5. I've never run into this problem before, but I'm having issues getting events to move during a cutscene. This is the ONLY time I'm having this problem. All other things are moving. The event that RUNS the scene moves fine at the start. And here's the map set up, color coded with above for your convenience. The tileset is appropriately set up with the star at the top of Tab B. But in the end, during playtest... No one's moved. Again, this is the only map that is having this problem. Is it because I put the self switches in the beginning of the move routes? It's the only thing I can think of. (The self switches being what causes everyone to appear)
  6. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  7. I'm a RPG Maker newbie and just join the forum. I just want some help about the Mode7 Script. I create a new project to test it out. I paste the script between Material and Main, I paste the .dll file and the pictures like the instruction. The things is, I just want my character to get on the airship and move the airship around the map, like in the demo. But when I F12, an error occurred. I honestly don't know why. Please give me some tips.
  8. I have completed my game, but in random parts errors come up crashing the game. Admittedly, I have many scripts in my game, so what do you do when an error pops up to stop it from happening again? If it mentions a certain script, is it best to just remove that script?
  9. CodeHunterEx

    Text Reader

    I am looking for a way to be able to load a text file and have a text box the size of the game window where you can display and scroll the text on the screen. Is this possible? Is there a script or other way to accomplish this? The idea is to have the player click on a event that loads a text file and lets them read the text and then close the window. Thank you
  10. Script name DoubleX RMVXA Confusion Edit Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns. Screenshots Features Use of notetags(requires knowledge of notetag usage) to set specific states with those restrictions to have the edited confusion effects A way to set all states with those restrictions to have edited confusion effects without using notetags(and ignoring them) Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - evaluate_item_with_target, friends_unit, opponents_unit, prepare, valid?, make_targets, confusion_target, targets_for_opponents or targets_for_friends under class Game_Action - make_actions under class Game_Actor may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.02e(GMT 0100 13-8-2015): - Fixed some syntax errors and typos v1.02d(GMT 1400 7-7-2015): - Improved this script's efficiency and readability v1.02c(GMT 0000 2-6-2014): - Fixed bugs on adding stuff other than damage in custom damage formula v1.02b(GMT 0300 22-3-2014): - Fixed bugs on <exclude self> notetag implementations v1.02a(GMT 0600 21-3-2014): - Added <exclude self> notetag v1.01b (GMT 0000 17-1-2014): - Methods are aliased rather than rewritten v1.01a (GMT 0000 3-1-2014): - Added <confusion edit> notetag to enable confusion edit for states v1.00a (GMT 1600 1-1-2014): - 1st version of this script finished (DoubleX)Confusion Edit v1.02e.txt
  11. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  12. I am using Mr. Trivel's Simple Crafting script and I keep getting this error. Script 'craft' line 761: NoMethodError occured. undefined method '[]' for nil:NilClass Keep in mind that the instructions of use were not very clear, so this could be me not doing a step but I believe I have done everything. I am so confused.
  13. So, I am modifying the windows for my scene battle and got it down for the most part, but I cannot seem to get my actor command window to go any further than the battle status window. This is what I get: Here is my script: Don't worry, I copied the Battle Scene and put it in my Materials section and am making it my own. If someone could help with this, that would be great because I know it's a simple code I'm over looking, but I've spent the last 3 hours just today trying to figure it out.
  14. Hello folks! Long time, no see. So, I found my original file on a game I was creating at least 2 years ago and picked it back up(because I thought I originally lost the file is why I quit in the first place). Either way, I've been playing with it and I love what I have so far, but I am having a particular problem with Yanfly's Class System. So, if my character gets hurt in battle and I decide to go change the class of my character that is hurt, since I use low Stats(Parameters) if I change classes enough, that character will just die in the menu. I looked through all of the script, but I cannot figure it out. I know the script changes the actor's HP and MP according to the Parameters of the Class, but sometimes they will just die and it's a little frustrating. Here's the script: I hope someone can help me figure this out and I will notify if I figure it out first.
  15. Zvart

    Auto-Battle not working

    Edit: I'm pretty sure its Yami's ATB and the lack of a "start of turn" mechanic. At least that's what I have read, and I may go searching for that but yeah. Edit #2: I found DoubleX's Bug Fix script for the ATB system. Linking it here in case anyone finds this topic instead of his while searching for a solution. I am attempting to make a Rage Effect (Lose control of character, they attack allies) My Auto-Battle flag does not appear to be working. I'm unsure which script is causing the issue. The multitude of scripts doesn't help (They are listed in the order I have them in the Script Editor): Yanfly's Battle Engine -With Edits by Me (There are also Window_BattleStatus edits but I don't think that'll effect Auto-Battle at all?) Addon: Enemy HP Bars Lunatic Targets Addon: LTP Conditions Yami's CATB Addon: Lunatic ATB Sixth's Don't Target User AdiktuzMika's Slip Damage GreatRedSpirit's Alive and Dead Targetting I can set up the state to make you target allies, but I feel ilke once you learn that's how it goes, you can just do defensive things until the state ends. Which I want to avoid. Of the scripts, only YEA Battle Engine and YSA CATB have any mention of the Auto-Battle system. If there's something else I should be looking for, please tell mea nd I'll do that digging for you.
  16. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
  17. Script http://www.crimson-castle.co.uk/rpgmakerscripts/ExtraSkillnItemUseMsgFunctions.txt The database editor is very limiting on how you can you customize your skill and item use messages. For skills, you're always forced to include the name of the user at the beginning, and for items you don't even get to make your own use message for them at all. This script fixes all of those issues by providing those functions for you.
  18. So, I found a lovely Achievement Script that I've been doing a few edits to in order to suit my needs. However, I've hit a snag. While I certainly intend to use it either way, the notification window appears to fade out the frame it hits 255 opacity. I was hoping to have it where it would at least stay completely visible for a second or two to give time for the player to actually. Ya'know. Read it. Below is the part of the script I've been working on. While I added methods from BattleLog in an attempt to change the speed of which the window fades, I've found no matter where I put it, it seems to have no effect. I've attempted to put it in both Frame Update and Notification: Achievement Completed. (While maybe useful to others, I have no use for Unlocked and Points Reached) The current example of my attempts is in Notification: AC Any assistance as to what I'm doing wrong would be greatly appreciated!
  19. Alphaistimz

    Appearance change script

    Hi, guys I'm working on a farming game for now, but my main problem is changing the children's appearance. Since I want to make the game sensible, I want the children inherit their parents' hair, eyes, and skin color. I'm looking a script for one, but if it's possible with eventing ,I'll stick with eventing. (earlier, I got a video for changing clothes, does it work the same way for appearance?) Thanks in advance
  20. Zvart

    Target Lowest Health Actor

    I have attempted to find this already but haven't discovered any scripts or Add ons to assist. In using Yanfly's Random Skill Invoke, I have healing skills included, but received a suggestion from another developer to try and set up the skills to target the lowest health actor instead of just random (as I currently have it set up with Lunatic Targeting, LTP Conditions, and Target Manager. I have a very base knowledge of scripting, and I'm sad to say my knowledge is not enough to create my own Lunatic Targeting addon. Would someone be able to assist with its creation, point me in a better direction, or tell me where to start? Many things! -Z
  21. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
  22. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  23. rpgveir

    In need of script edit.

    I have this tiny "script" which lets me change font name and size of Luna Engine Item menu text. I need someone experienced to add a few lines, so I can move "Golden Key" text slightly downwards without affecting cursor position. class Window_ItemListLuna < Window_ItemList alias font_draw_item draw_item def draw_item(index) # Change your font settings here contents.font.name = "Quattrocento" contents.font.size = 22 # end font_draw_item(index) end end
  24. Nekomimi_Cotton

    Need a quick FAQ for how to use scripts?

    I am such a trashy noob. T_T In specific, I'm trying to use Mog's weather script, but how do? I know i have to install all the weather effects but.. I'm using VX ace. Is this not possible?
  25. [VXACE] EST - NOTEBOOK SYSTEM Version: 2.5 Author Estriole (yin_estriole@yahoo.com) also credits Woratana for Adv text Reader VX version Jet for Notebooks Menu VX version Pacman for converting Jet Notebooks menu to ACE Introduction This script make you able to have txt files and view it from the games in a form of notebook entry. useful for making in game information / lore. or simple tutorial. Feature - type your information in txt files - view the info from the game - support escape code from most message system (except some code) - have decorate tags such as to italic the text. [cen] to center the text alignment. to right the text alignment - can have category (sorta like folder) - can sort the entry - can launch common event on the text reader scene (Requires tsukihime Scene Interpreter script) - can launch common event AFTER the text reader scene Version History: How to use: see script header Screenshot: New Screenshot (new feature from v2.5) Script http://pastebin.com/ryjyH2vK Demo https://www.dropbox.com/s/k3lwift5c0k1uge/EST_NOTEBOOK_SYSTEM.rar