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Help Window for Choices

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Help Window for Choices

Version: 1.0

Author: DiamondandPlatinum3

Date: December 4, 2012

 

 

 

Planned Future Versions

  • You tell me :)
Description

 

This script adds on to the choice system, allowing you to have a help window at the top of the screen to assist players in the choices they have to make. It has also been confirmed to work with Raizen's Multiple Choices script and Tsukihime's Large Choices script

 

 

 

 

Features

  • Shows a help window for selectable choices, you can give a bit more information to the player about what they're choosing between.
  • Will not display a help window if there is nothing to display, this means that you only have to worry about the help window appearing if you put data into it, maybe you have more important choices for the player to make ;)/>/>
Screenshots

 

 

0318074950bcdc65eddf3.png

 

0318091250bcdcb8b6917.png

 

0318170650bcde928bfbf.png

 

0318180950bcded188965.png

 

 

 

Instructions

  • Instructions are inside of the Script
Script

 

Get it from here

 

 

 

Credit

  • DiamondandPlatinum3
ThanksSupport

 

Post in this thread or PM me.

 

 

 

Known Compatibility Issues

 

I am unaware of any scripts it doesn't work with; if you find any, post in this thread.

 

 

 

Demo

 

A demo is unnecessary for a script such as this.

 

 

 

Author's Notes

 

I sometimes fall asleep to the StickerBrush Symphony :) it's so peaceful

 

 

 

Terms of Use

 

If you can find a use for it, this script is free to use in non-commercial games. If you want to use this script in a commercial game, please understand that I expect a free copy (that's means you PM me and let me know that you plan on using it for a commercial game).

Edited by DP3

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nice script. now we know what yes and no means :D/>. (in case we didn't read the question before)

but can this modified to make it works using raizen/tsukihime rewrite more choices script.

Edited by estriole

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Is there any way this can be modified to do other things while hovering over a choice? Like being able to make a conditional branch and add events and stuff.

Just asking because I'm working on a character customization system and it'd be neat and convienient to run my 'change graphic' events on hover-over as a sort of preview. (at the moment its a bit weird with only being able to see what an option does after you select it)

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Estirole ~ The requester of this script was using Raizen's multiple choice script and I didn't hear any complaints about it, so I guess it's working just fine for that script. Give it a try for Tsukis, if it doesn't work then provide me a working demo using his script and I'll take a look.

 

Bunni ~ Unfortunately not really, VXA apparently doesn't process common events when a window/command list is active, so even if I were to add that functionality, your common events wouldn't run until the window wasn't active anymore anyway.

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Ah well it was worth a try XD Thanks for this script anyway, it'll still come in handy :3

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Description

 

This script adds on to the default choice system, allowing you to have a help window at the top of the screen to assist players in the choices they have to make.

 

sorry i misled by this sentence. i think you should change that. i assume it only works for default choice system :D.

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Updated this script, I recommend anyone who is using it to get the latest version.

I overlooked the fact that I didn't alias a method in the original one and this could potentially cause incompatibilities with others scripts.

Also whenever a choice window never had any help text associated with it, it would briefly appear then disappear really quickly... Just quick enough not to be annoying but slow enough for it to be noticable. I couldn't really fix that since that has to do with the hidden window class; so instead I've animated it so it isn't noticable anymore.

By animate, I mean that it now flies into view when it's being used.

So it looks a little nicer and doesn't appear randomly anymore, plus any incompatibility has been crushed... that's my update. :)

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Hey DP3 nice script! >.< just what i was after

 

I have 3 requests/questions though >.<

1 is it possible to get more writing space? say the size of an ace text panel, so, 4 lines? >.<

2 is it possible to move the help panel? >.< 

3 is it possible to use show picture within you add_command_list_help_text? :P

 

In the game i am making you need to choose traits before you start and your script allows the player to scroll through each option and get a brief description of the trait, it works sweet, but i would sooo looove extra line space >.<

 

here is a link to my rpg maker ace post if you would like a look at what i was aiming for :)

 

http://forums.rpgmakerweb.com/index.php?/topic/20888-show-text-windows-when-just-highlighting-an-option/

 
when using this script i can get out:
 
ENGINEERING: Gain a stronger knowledge in how things work,
combine componants easier, make higher powered weapons and gade
 
wondering if i could squeeze in this though:
 
ENGINEERING:
Gain a stronger knowledge in how things work,
combine componants easier, make higher powered
weapons and gadgets and the ability to repair items
 
either way great script! >.<
Edited by bobisme

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This is what I like to call a correlation between younger me and older me.

Younger me just can't seem to give the options people need, then older me has to deal with it.

I hate you younger self, quit making me fix your stuff! ;_;

 

 

That was an elaborate way of saying I've done your request, go get the updated script from the original pastebin link.

Thanks for the suggestion ^_^

 

 

 

For you specifically though, I recommend installing this under the script

 

 

#==============================================================================
# ** DP3_Choice_Window_Help
#------------------------------------------------------------------------------
#  This window displays help text for the choices inside of a choice window
#==============================================================================

class DP3_Choice_Window_Help < Window_Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwritten Method: Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(text, position)
    super( [text.split("\n").size, 2].max )
    self.x = position[0]
    self.y = position[1]
    self.width = position[2]
    create_contents()
    self.openness = 0
    set_text(text)
  end
end



#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwritten Method: Add Command List Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_command_list_help_text( pos_x, pos_y, width )
    text = ""
    while( !@list[@index].nil? )
      @index += 1
      case @list[@index].code
      when 401 # Show Text Line
        text += @list[@index].parameters[0] + "\n"
      when 355 # Script Command
        script = @list[@index].parameters[0] + "\n"
        while next_event_code == 655
          @index += 1
          script += @list[@index].parameters[0] + "\n"
        end
        break if script.include?("end_command_list_help_text")
      end
    end
    
    # Add to List
    index = $game_message.choice_help_text.size
    $game_message.choice_help_text[index]             = Hash.new()
    $game_message.choice_help_text[index][:position]  = [pos_x, pos_y, width]
    $game_message.choice_help_text[index][:text]      = text
  end
end

 

 

Now you can use it as 'add_command_list_help_text( pos_x, pos_y, width )'

Changing those values to suit your needs.

 

 

 

 

 

Also whenever a choice window never had any help text associated with it, it would briefly appear then disappear really quickly... Just quick enough not to be annoying but slow enough for it to be noticable. I couldn't really fix that since that has to do with the hidden window class; so instead I've animated it so it isn't noticeable anymore.

You're rustling my jimmies, mate! Edited by DP3

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This is what I like to call a correlation between younger me and older me.

Younger me just can't seem to give the options people need, then older me has to deal with it.

I hate you younger self, quit making me fix your stuff! ;_;

 

Also whenever a choice window never had any help text associated with it, it would briefly appear then disappear really quickly... Just quick enough not to be annoying but slow enough for it to be noticable. I couldn't really fix that since that has to do with the hidden window class; so instead I've animated it so it isn't noticeable anymore.

You're rustling my jimmies, mate!

 

100% understand the feeling....  i also encounter the same with my addon for yanfly class system. i even need to rewrite it because my younger me messed so bad :D.

 

btw nice update :D.

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Great script!

 

One question though...

How is it possible to leave the last message on the screen, the question itself so to speak. (The way it looks on your screenshots #1 and #2)

Because it disappears as soon as I'm using the help window. (looks than like on screenshot #3)

 

Thank you.

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Thanks mate :)

 

 

Great script!

 

One question though...

How is it possible to leave the last message on the screen, the question itself so to speak. (The way it looks on your screenshots #1 and #2)

Because it disappears as soon as I'm using the help window. (looks than like on screenshot #3)

 

Thank you.

This here is my event for the screenshot you're seeing.

2601194954c5882518667.png

 

 

As you can see, it's nothing special. The choice box merely comes after the question message (Show Text).

If your question boxes are disappearing for no reason, then I suspect there may be subtle conflicts in your script editor. Shouldn't be an issue to resolve but be on the lookout regardless. :)

Edited by DP3

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Wow, didn't expect such a fast reply. =)

 

It now works.

I didn't put the question message after the script calls. That was the reason for the disappearing textbox.

 

Thank you so much!

Edited by burntable

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Awesome script! I was thinking about making exactly this myself, but apparently it isn't necessary, googled it before starting. Thanks for saving me a couple of hours! Love RM's community.

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Hello DP3, I was seeking a script just like this one and unfortunately the link to the script is broken!  It misdirects to bogus sites.  I was hoping if you could be so kind as to fix the link that would be wonderful!

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Spoiler

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#             Help Window for Choices
#             Version: 2.0
#             Authors: DiamondandPlatinum3
#             Date: December 4, 2012  (Original)
#                   December 14, 2013 (Updated)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Description:
#
#    This script adds on to the default choice system, allowing you to have a 
#    help window at the top of the screen to assist players in the choices they
#    have to make
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#------------------------------------------------------------------------------
#  Instructions:
#  
#   {Note to previous users of this script: This script has updated the way you
#    Insert data. Fear not, for the old way to insert data is still available;
#    so you will not have to redo anything, however read up on the new way to
#    insert data}
#   
#
#
#   ~ To use this script, just before using a choice event, use the following 
#     script call to begin adding text to the help window:
#             add_command_list_help_text
#
#     Now using Show Text Windows, insert the text to be displayed.
#     Once the desired information is inserted, close the link with 
#     the following script call:
#             end_command_list_help_text
#
#     Continue using that same pattern until all of your choices have 
#     descriptions.
#
#   
#   ~ The Position of the Help Window depends on what position you gave the 
#     Show Text window.
#
#
#     # Example Screen Can Be Found Here:
#           http://i.imgur.com/XAkhNEf.png
#
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#                  THERE IS NO EDITABLE REGION TO THIS SCRIPT
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
#  This class handles the state of the message window that displays text or
# selections, etc. The instance of this class is referenced by $game_message.
#==============================================================================

class Game_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # *= Alias Listings
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias_method(:dp3_gamemessage_initialize_235ufnh,               :initialize)
  alias_method(:dp3_gamemessage_clear_235ufnh,                    :clear     )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :choice_help_text              # Help Text for choices (Hash)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize()
    dp3_gamemessage_initialize_235ufnh() # Call Original Method
    @choice_help_text = Hash.new()
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear()
    dp3_gamemessage_clear_235ufnh() # Call Original Method
    @choice_help_text = Hash.new()
  end
end
  
  
  
  
  
  
  
  
#==============================================================================
# ** DP3_Choice_Window_Help
#------------------------------------------------------------------------------
#  This window displays help text for the choices inside of a choice window
#==============================================================================

class DP3_Choice_Window_Help < Window_Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(text, position)
    super( [text.split("\n").size, 2].max )
    self.y = position * (Graphics.height - self.height) / 2
    self.openness = 0
    set_text(text)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: Immediately Open
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def immediately_open()
    self.openness = 255
  end
end








#==============================================================================
# ** Window_ChoiceList
#------------------------------------------------------------------------------
#  This window is used for the event command [Show Choices].
#==============================================================================

class Window_ChoiceList < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # *= Alias Listings
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias_method(:dp3_windowchoicelist_update_235ufnh,            :update     )
  alias_method(:dp3_windowchoicelist_select_235ufnh,            :select     )
  alias_method(:dp3_windowchoicelist_cursordown_235ufnh,        :cursor_down)
  alias_method(:dp3_windowchoicelist_cursorup_235ufnh,          :cursor_up  )
  alias_method(:dp3_windowchoicelist_open_235ufnh,              :open       )
  alias_method(:dp3_windowchoicelist_close_235ufnh,             :close      )
  alias_method(:dp3_windowchoicelist_dispose_235ufnh,           :dispose    )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update(*args)
    dp3_windowchoicelist_update_235ufnh(*args)
    @choicehelp_helpwindow.update() unless @choicehelp_helpwindow.nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Select Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def select(*args)
    dp3_windowchoicelist_select_235ufnh(*args)
    dp3_dispose_choicehelp_window()
    unless dp3_get_current_choice_windowinfo[0].nil?
      @choicehelp_helpwindow = DP3_Choice_Window_Help.new(*dp3_get_current_choice_windowinfo)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Move Cursor Down
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def cursor_down(*args)
    dp3_windowchoicelist_cursordown_235ufnh(*args)
    @choicehelp_helpwindow.immediately_open() unless @choicehelp_helpwindow.nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Move Cursor Up
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def cursor_up(*args)
    dp3_windowchoicelist_cursorup_235ufnh(*args)
    @choicehelp_helpwindow.immediately_open() unless @choicehelp_helpwindow.nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Open
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def open(*args)
    dp3_windowchoicelist_open_235ufnh(*args) # Call Original Method
    @choicehelp_helpwindow.open() unless @choicehelp_helpwindow.nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Close
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def close(*args)
    @choicehelp_helpwindow.close() unless @choicehelp_helpwindow.nil?
    dp3_windowchoicelist_close_235ufnh(*args) # Call Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Aliased Method: Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose(*args)
    dp3_windowchoicelist_dispose_235ufnh(*args) # Call Original Method
    dp3_dispose_choicehelp_window()
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: Dispose ChoiceHelp Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dp3_dispose_choicehelp_window()
    @choicehelp_helpwindow.dispose unless @choicehelp_helpwindow.nil? || @choicehelp_helpwindow.disposed?
    @choicehelp_helpwindow = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: Get Required Info for the Window Choice
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dp3_get_current_choice_windowinfo()
    return [nil] if $game_message.choice_help_text[self.index].nil?
    return [$game_message.choice_help_text[self.index][:text],
            $game_message.choice_help_text[self.index][:position] ]
  end
end








#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: Add Command List Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_command_list_help_text( text = nil )
    position = 0
    
    # Add Text Argument
    unless text.nil?
      text = text.gsub(/[\n\r]+/, "")
      text = text.gsub(/\\endl/, "\n")
      
    # Add Show Text Command Text Paramters
    else
      text = ""
      while( !@list[@index].nil? )
        @index += 1
        case @list[@index].code
        when 101 # Show Text Window Command
          position = @list[@index].parameters[3]
        when 401 # Show Text Line
          text += @list[@index].parameters[0] + "\n"
        when 355 # Script Command
          script = @list[@index].parameters[0] + "\n"
          while next_event_code == 655
            @index += 1
            script += @list[@index].parameters[0] + "\n"
          end
          break if script.include?("end_command_list_help_text")
        end
      end
    end
    
    # Add to List
    index = $game_message.choice_help_text.size
    $game_message.choice_help_text[index]             = Hash.new()
    $game_message.choice_help_text[index][:position]  = position
    $game_message.choice_help_text[index][:text]      = text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Method: End Command List Help Text
  #--------------------------------------------------------------------------
  # Method only exists in case the user actually tries to call it outside of
  # bounds.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def end_command_list_help_text()
  end
end

 

 

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