fuzzy_memories
Member
Hey, as you can guess, i'm making a Stargate game. Whilst searching the forum i came across a script, with a demo. Could someone please be polite enough to tell me how it works and what switches to use and where please?
If someone can please give me a link to a place with this script and a description then that would also be appreciated!
Thanks,
Fuzzy
Code:
#ring code credits: Darkzero2840, Squall, Unknown Japanese Dude, Xk8, Zieg, Diego
#recoding for stargate style: RB504c and Hellrazor_twoz
ICON_ANDROMEDA = RPG::Cache.icon('andromeda')
ICON_AQUARIUS = RPG::Cache.icon('aquarius')
ICON_AQUILA = RPG::Cache.icon('aquila')
ICON_ARIES = RPG::Cache.icon('aries')
ICON_AURIGA = RPG::Cache.icon('auriga')
ICON_BOOTES = RPG::Cache.icon('bootes')
ICON_CANCER = RPG::Cache.icon('cancer')
ICON_CANIS = RPG::Cache.icon('canis_m')
ICON_CAPRICORN = RPG::Cache.icon('capricorn')
ICON_CENTAURUS = RPG::Cache.icon('centaurus')
ICON_CETUS = RPG::Cache.icon('cetus')
ICON_CRA = RPG::Cache.icon('cra')
ICON_CRATER = RPG::Cache.icon('crater')
ICON_EARTH = RPG::Cache.icon('earth')
ICON_EQUULEUS = RPG::Cache.icon('equuleus')
ICON_ERIDANUS = RPG::Cache.icon('eridanus')
ICON_GEMINI = RPG::Cache.icon('gemini')
ICON_HYDRA = RPG::Cache.icon('hydra')
ICON_LEO = RPG::Cache.icon('leo')
ICON_LEOM = RPG::Cache.icon('leo_m')
ICON_LIBRA = RPG::Cache.icon('libra')
ICON_LYNX = RPG::Cache.icon('lynx')
ICON_MIC = RPG::Cache.icon('mic')
ICON_MONOCERUS = RPG::Cache.icon('monoceros')
ICON_NORMA = RPG::Cache.icon('norma')
ICON_ORION = RPG::Cache.icon('orion')
ICON_PEGASUS = RPG::Cache.icon('pegasus')
ICON_PERSEUS = RPG::Cache.icon('perseus')
ICON_PISCES = RPG::Cache.icon('pisces')
ICON_PISCESA = RPG::Cache.icon('pisces_a')
ICON_SAGITTARIUS = RPG::Cache.icon('sagittarius')
ICON_SCORPIO = RPG::Cache.icon('scorpio')
ICON_SCULPTOR = RPG::Cache.icon('sculptor')
ICON_SCUTUM = RPG::Cache.icon('scutum')
ICON_SERPENSC = RPG::Cache.icon('serpens_c')
ICON_SEXTANS = RPG::Cache.icon('sextans')
ICON_TAURUS = RPG::Cache.icon('taurus')
ICON_TRIANULUM = RPG::Cache.icon('triangulum')
ICON_VIRGO = RPG::Cache.icon('virgo')
ICON_POO = RPG::Cache.icon('poo')
ICON_DISABLE= RPG::Cache.icon("")
class Dummy_Window < Window_Base
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height - 32 )
end
end
class Window_Dialer < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 640
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
def initialize( center_x, center_y )
super(0, 0, 640, 350)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
s1 = "Aquarius"
s2 = "Aquila"
s3 = "Aries"
s4 = "Auriga"
s5 = "Bootes"
s6 = "Cancer"
s7 = "Canis"
s8 = "Capricorn"
s9 = "Centaurus"
s10 = "Cetus"
s11 = "Cra"
s12 = "Crater"
s13 = "Earth"
s14 = "Equuleus"
s15 = "Eridanus"
s16 = "Gemini"
s17 = "Hydra"
s18 = "Leo"
s19 = "Leo_M"
s20 = "Libra"
s21 = "Lynx"
s22 = "Mic"
s23 = "Monoceros"
s24 = "Norma"
s25 = "Orion"
s26 = "Pegasus"
s27 = "Perseus"
s28 = "Pisces"
s29 = "Pisces_A"
s30 = "Sagittarius"
s31 = "Scorpio"
s32 = "Sculptor"
s33 = "Scutum"
s34 = "Serpens"
s35 = "Sextans"
s36 = "Taurus"
s37 = "Triangulum"
s38 = "Virgo"
s39 = "Andromeda"
s40 = "Point of Origin"
@commands = [ s39, s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12, s13, s14, s15, s16, s17, s18, s19, s20, s21, s22, s23, s24, s25, s26, s27, s28, s29, s30, s31, s32, s33, s34, s35, s36, s37, s38, s40 ]
@item_max = 40
@index = 0
@items = [ ICON_ANDROMEDA, ICON_AQUARIUS, ICON_AQUILA, ICON_ARIES, ICON_AURIGA, ICON_BOOTES, ICON_CANCER, ICON_CANIS, ICON_CAPRICORN, ICON_CENTAURUS, ICON_CETUS, ICON_CRA, ICON_CRATER, ICON_EARTH, ICON_EQUULEUS, ICON_ERIDANUS, ICON_GEMINI, ICON_HYDRA, ICON_LEO, ICON_LEOM, ICON_LIBRA, ICON_LYNX, ICON_MIC, ICON_MONOCERUS, ICON_NORMA, ICON_ORION, ICON_PEGASUS, ICON_PERSEUS, ICON_PISCES, ICON_PISCESA, ICON_SAGITTARIUS, ICON_SCORPIO, ICON_SCULPTOR, ICON_SCUTUM, ICON_SERPENSC, ICON_SEXTANS, ICON_TAURUS, ICON_TRIANULUM, ICON_VIRGO, ICON_POO ]
@disabled = [ false, false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false ]
@cx = 250
@cy = 700
setup_move_start
refresh
end
def update
super
refresh
end
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(0,0, self.contents.width-28, 24) #+24
self.contents.draw_text(rect, @commands[@index],1)
end
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
def disable_item(index)
@disabled[index] = true
end
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
end
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
def animation?
return @mode != MODE_WAIT
end
end
class Scene_Dialer
def initialize(menu_index = 0)
@dmenu_index = menu_index
@v = $game_variables[1]
end
def main
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@dummy = Dummy_Window.new
@dummy.x = 0
@dummy.y = 351
@dummy.back_opacity = 200
@dcommand_window = Window_Dialer.new(px,py)
@dcommand_window.index = @dmenu_index
@dcommand_window.back_opacity = 200
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@dcommand_window.dispose
@dummy.dispose
@spriteset.dispose
end
def update
@dummy.update
@dcommand_window.update
if @dcommand_window.active
update_command
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.save_disabled = true
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @dcommand_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @dcommand_window.index
when 0
@ca = 0
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_ANDROMEDA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 1
@ca = 1
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_AQUARIUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 2
@ca = 2
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_AQUILA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 3
@ca = 3
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_ARIES, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 4
@ca = 4
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_AURIGA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 5
@ca = 5
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_BOOTES, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 6
@ca = 6
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CANCER, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 7
@ca = 7
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CANIS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 8
@ca = 8
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CAPRICORN, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 9
@ca = 9
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CENTAURUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 10
@ca = 10
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CETUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 11
@ca = 11
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CRA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 12
@ca = 12
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_CRATER, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 13
@ca = 13
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_EARTH, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 14
@ca = 14
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_EQUULEUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 15
@ca = 15
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_ERIDANUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 16
@ca = 16
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_GEMINI, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 17
@ca = 17
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_HYDRA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 18
@ca = 18
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_LEO, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 19
@ca = 19
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_LEOM, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 20
@ca = 20
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_LIBRA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 21
@ca = 21
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_LYNX, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 22
@ca = 22
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_MIC, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 23
@ca = 23
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_MONOCERUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 24
@ca = 24
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_NORMA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 25
@ca = 25
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_ORION, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 26
@ca = 26
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_PEGASUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 27
@ca = 27
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_PERSEUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 28
@ca = 28
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_PISCES, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 29
@ca = 29
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_PISCESA, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 30
@ca = 30
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SAGITTARIUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 31
@ca = 31
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SCORPIO, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 32
@ca = 32
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SCULPTOR, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 33
@ca = 33
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SCUTUM, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 34
@ca = 34
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SERPENSC, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 35
@ca = 35
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_SEXTANS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 36
@ca = 36
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_TAURUS, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 37
@ca = 37
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_TRIANULUM, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 38
@ca = 38
@cac = (@ca+900)
if $game_variables[@cac] == 0 and @v <=600
@chev = @v
@dummy.contents.blt(@chev, 0, ICON_VIRGO, Rect.new(0,0,100,100))
@v = (@chev +100)
@chev = @v
$game_variables[@cac] = 1
elsif $game_variables[@cac] == 1
end
when 39
if $game_variables[1000] == 1
$game_variables[1000] = 0
$scene = Scene_Map.new
elsif $game_variables[1000] == 0
end
end
return
end
return if @dcommand_window.animation?
if $game_variables[1] < @v
$game_variables[1] = @v
end
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@dcommand_window.setup_move_move(Window_Dialer::MODE_MOVER)
return
end
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@dcommand_window.setup_move_move(Window_Dialer::MODE_MOVEL)
return
end
if @v > 501
@v = 0
$game_variables[1000] = 1
$game_variables[1] = @v
if $game_variables[916] == 1 and $game_variables[930] == 1 and $game_variables[908] == 1 and $game_variables[928] == 1 and $game_variables[906] == 1 and $game_variables[938] == 1
$game_variables[801] = 2
end
if $game_variables[926] == 1 and $game_variables[928] == 1 and $game_variables[912] == 1 and $game_variables[929] == 1 and $game_variables[908] == 1 and $game_variables[924] == 1
$game_varaiables[802] = 2
end
if $game_variables[933] == 1 and $game_variables[936] == 1 and $game_variables[937] == 1 and $game_variables[929] == 1 and $game_variables[916] == 1 and $game_variables[938] == 1
$game_variables[803] = 2
end
if $game_variables[928] == 1 and $game_variables[900] == 1 and $game_variables[938] == 1 and $game_variables[903] == 1 and $game_variables[907] == 1 and $game_variables[936] == 1
$game_variables[804] = 2
end
for i in 900..938
$game_variables[i] = 1
end
end
end
end
Thanks,
Fuzzy