FAQ Topics Covered:

Section 1 - Chests [Without Key]
Section 2 - Chest [Locked] [with random item]
Section 3 - Npcs and the Chest Key
Section 4 - Adding A party Member
Section 5 - How to use: Set Password, Input Number, Memory Place, Goto Memory Place, Label, Goto Label, Cycle and, Comment, from the Events Commands dialog. Revision of Control Commands for messages.

[]==== SECTION 1 ======Steps: 1-16======= [ Chests ]

[Without key] Chest: This is how to make a simple unlocked chest that will open when the hero searches it. An item will be inside, and the item will disapear afterwards. A message will appear after telling that its empty.

1. Open your Rm2k. Press f7. Double-click on the square where you want the chest to appear. This opens the 'Event Editor'.

2. Leave the 'Event Conditions' alone. Set your chest as the 'Graphic'. (A picture of a closed chest. Should be Object1 <RTP>) Notice how when you select the graphic you can choose the direction it faces and the pattern. You don't need to worry about that for chests, but its useful when setting npc graphics. 

3. set the 'Event Start Condition' as "Push Key", [This means that it must be searched (spacebar/enter) to activate this event.]

4. Set the 'Priority Type' as "Common Char Above", [This means it is on the same level as the hero.]

5. Set the 'Animation Type' as "Without Stepping", [This means that it will not move through its animation sequence and that when checked, it wont turn to face the hero. If it was an npc, you would want it to turn to face the hero .. but more on that later]

6. Leave the 'Movement Speed' as "3: 1/2 faster". [This determines how fast it moves through the animation frames when the object is searched. It does not apply in this case since we are manually determining its animation.] And the 'Movement Type' as "Stay Still".

7. In the 'Events Commands' box double-click and select "Set Chara Movement" (page2). [This option adjusts movement for the event.]. Make sure you have "this Event" selected in the 'Object Character' box. The Movement frequency should be 8(the fastest-your option really), and NO checks should be in "Repeat Action" and "Ignored If can't be move"

8. There is alot of options here, sometime you should tinker with each one to see how it works with the events movement, but for now choose the following movement commands:

<>Turn Left 90
<>Wait a moment
<>Face Up
<>Wait a moment
<>Face Left
<>Wait a moment
Click 'OK' . The events animation is now set in the events commands.

Note: This is just how I choose to open the chest; you might find you prefer a different movement/animation method after you tinker with the commands. Its up to you.

9. Now we add the item. Double click the events window and select 'Add Item' (page1). The 'Change Item Amount' dialog pops up. You can add items or drop items. You can make the item gained a definite item, (one that will always be the same item every time they play the game), or an item determined by a variable. (you would have to set the variable with this or a previous event). Clever variable setting can make this item randomly determined. I'll explain below. The 'Operand' means you can set the number of items gained. Again the variable is determined by this or previous events and sets the number of item(s) gained. Yes this can be random too. For now set the 'Change Item Amount' dialog as so:

Operation: "Add Item"
Add/Drop Item: "Fix" 'Potion'
Operand: "Set" '1'
Click 'OK'

10. Now we need to tell the hero what was found. Double-click in the event window, and select 'Message' (page1). Input whatever type message you like. 'Found Potion!' for example. Note: You can also use 'Message Style" to customize the appearance of the message. 'Message Style' is detailed in other faq so I wont go into it here. Click 'OK' when you're done.

11. Finally; to make it so the chest will never give an item again, we use a 'Switch'. Double-click in the events window and select 'Change Switch' (page1), Put a dot in the 'One' and click the [...] button. Make a new switch and choose a name for it. Make sure the 'Operation' is set to "ON". [The rest of the switch management is detailed in another faq (I think) so I wont go into it here]. Click 'OK' to finish the making of the chest switch.

13. We are done with the 'Event Commands' on this page. Click the "New Page" button at the top of this Event to make a second page. PAGE TWO should now be the page you see.

14. -PAGE TWO- In the 'Event Conditions' put a check in "Switch" and click the [...] button (your list of switches pops up and the switch you just made should be already selected in it) Click 'OK'. [This means that at the end of the 1st page the switch goes on, thus turning this (2nd) page as the 'active' event page. Now whenever the hero searches this chest the event will only read the commands on this page, and not the ones on the first page. (unless the switch gets turned off that is)].

15. Set the chest 'Graphic' as an open chest. [I make mine with the 'Beyond Facing' = 'Left', and the 'Pattern' = 'Middle']. Leave the other stuff as it is.

16. Lastly, we put the final 'Events Commands" in. Double-click in the window and select 'Message'. Put a simple message in telling the hero that this chest is empty or that he/she already got the item from here. [You can make the chest close here too by selecting 'Set Chara Movement' and choosing 'Face Down' as the Movement Route].

That's it. Test it. A fully working unlocked chest. I know this is a long tutorial, I just wanted to be thorough. You see how easy it is? Lets crank the difficulty up a notch.

[]SECTION 2 ====== Steps 1 - 6 ======= [Locked] Chest [with random item] ==============

Here we will make another chest, but it will be locked. It will require a key to open and the chest will have a random item within. When the hero first checks the chest, they will get a message that its locked. When they get the key, it will open and a message saying he used the key will pop up and the hero will get a random item (with message). Then this chest will offer no further items.

1. First we make an event, as above. The FIRST PAGE will be as such: 'Event Conditions" - all blank, 'Graphic' = A closed chest, 'Event Star Conditions' = Push Key, 'Priority Type' = Common Char Above, 'Animation Type' = Without Stepping, (so it dosent open when you check it the first time) 'Movement Type' Stay Still, 'Movement Speed' = 3: 1/2 faster. The 'Event Commands' = 'Message' LOCKED. Now make a new page.

2. On the SECOND PAGE leave the 'Graphics and 'Event Start Condition' stuff as is. Except here we use a switch. Put a check in 'Switch' click the [...] and make a new switch, name it "Iron Key". Now in the 'Events Commands' we put:

Just like the simple chest: <>Set Chara's Movement: This Event , Turn Left 90, Wait, Face Up, Wait, Face Left, Wait <>

Now For the randomization:

3. [What this all does is add an item that will be determined by a variable. Click 'OK' to store your work so far on the locked chest. Open your 'Database' (f8) and click the 'Items' tab. See how all the items have numbers assigned to them? Numbers are what Variables hold. (Anything clicking?). Thats right you can assign an item to a variable by using the number of the item. So when you make your items, any items you want to give out randomly must be all beside each other, like from 0001 to 0010 or 0008 to 0030. Why? Because the randomness in variables is determined by a number from x to x. 1 to 10 includes all the numbers from 1 to 10. (Did I need to tell you that?) What the actual random variable number is, will be set from a different event. Like when they get the Iron Key. (see Section 3 step8). Speaking of Iron Keys, make one now that you have the Database open. Scroll down to the bottom and click a blank numbered item. In the 'Name' Field enter "Iron KEY", its 'Classification is "Unique", Price is irrelevant here. 'Use number of times' is "1 (Normal)", 'Explanation' is "A simple Iron key.". 'Invoke Tech Skill' "Doesn't Matter here its not connected to any skills." 'Using Message' is "Common Item" and 'Hero Enabled Exorcism' is "all checked". Congrats you just made a key. We will use it later. Click 'OK'.

--------------------------------------------------------------------------------------------------------------------------------------------------
EXPLANATION OF ITEMS: In this case *Name: well duh. *Classification: This determines where in the Heros inventory the item will appear. *Price: see name. *Use number of times: see price. *Explanation: This is the description the player sees if he were to see the item in a store. *Hero-Enabled Exorcism: I dunno I guess it determines who can use the item. *Invoke Tech Skill: This is what you use if the item calls upon some magic/skill that the char can use only with this item. (guessing). *Using Message: This I guess determines weightier the item will be a normal common item or one that calls a tech/skill. -Depending on What 'Classification' you set to the item the input fields will be different. Most are quite obvious or can be figured out with some trial and error. If there is a demand I could write a faq for it all. Or you can post on the Forum if you want to.
--------------------------------------------------------------------------------------------------------------------------------------------------

-Back to your locked chest event now.
PAGE TWO- Double click in the 'Events Commands' window and select 'Add Item'. Adjust it as follows: 'Operation': "Add Item", 'Add/Drop Item': select "Varial (Variable but it gets cut off)", 'Operand': select "Set" - "1". Click on the [...] button for the Variable and make a new variable and name it. "Chest-Rand-Item". [Notice how making and naming a variable its exactly the same method as a switch?]. Click 'OK'. twice.

4. Now give a message to tell the hero that they found an item. <>Messg:Found Item. I hate to say it .. but unfortunately I could not figure out how to show the name of the item in the message. Its probably one of those \[n][n] something like to show a variable in a message you put \v[#] in it. So I tried \v[\v[3]] didn't work, I tried many different things trying to find it, but its buried in the Japanese help file, maybe Don can look it up for us. Or someone with a lot of patience to try every possible method and combination of \x?. (ya right). Anyway if you get it or already know it, tell us. For now just use "Found Item" or something.

5. Now we need another 'Change Switch' in the 'Events Commands' so this chest will stop giving items. You know how to do this. Do it. Then make a new page. If you need help go back up to Section 1 step 11. When you're done make a new page.

6. PAGE THREE we put a check in the 'Switch' and make it the switch we just made on PAGE TWO. Change the 'Graphic' to an open chest. Then put an "EMPTY" message in the 'Events Commands' box. Click 'OK' this event is done.

[]SECTION 3 ======= Steps 1 - 13 ======== Npcs and the Key - (NPC=Non player character)

Now we need to make the key that will open the chest. In this part of the tutorial, however, I am going to show you how to make Npc's disappear after you talk to them as well. The npc will give you the Iron Key only after you deliver a message to another npc. 

1. Make a new event and set its 'Graphic' as an npc. (Any chara you choose will do). Now 'Event Conditions" - all blank, 'Graphic' = An npc, 'Event Star Conditions' = Push Key, 'Priority Type' = Common Char Above, 'Animation Type' = Common/Without Stepping, [This means the npc will turn to face the hero], 'Movement Type' Stay Still, 'Movement Speed' = 3: 1/2 faster. The 'Event Commands' =

2. Obviously messages. Depending on your story the messages can be whatever you need them to be. For this tutorial make it as such: 

<>Messg:Hi \n[1]. Go see Ozzy over there and tell him to meet me at the park later and I'll give you something special.

[You'll need to adjust the message or the letters will be cut off, but I'm sure you have figured messages out by now]. Also we need to make a switch here. This switch is for the npc2 (Ozzy who we will make later). When you first go to Ozzy, you dont want him to talk to you as if you had been talking to this npc first, cause what if you go talk to Ozzy BEFORE you talk to this npc? Then it wouldnt make any sense to the person playing the game. They would get some message like:

OZZY: "Ok thanks for telling me about [NPC1] I'll come see him in a bit." 

So make a new 'Change Switch' in the 'Events Commands' window. Name it "Ozzy". Make sure it is set to 'ON'. Now make a new page in this event.

3. PAGE TWO. Now we need this event to turn to this page ONLY when a certain switch is activated. This switches ON will be in the Ozzy npc's event. So, put a check in the 'Switch' and make and name the switch "NPC1". Everything except the 'Events Commands' stays the same. In the' Event Commands' put a message. (remember this page comes on only AFTER the hero talks to Ozzy(the other npc)). <>Messg:Great thanks for doing that for me, I'm so busy, here take this Iron Key as a gift, I dont know what its for so it's useless to me. [Again adjust the message so it fits in the msg box]. Also you can (and should) make the messages a little more spiffy, like making a nice conversation between the hero and this npc.

4. Now you can either just tell the hero he found a key and leave it at that. OR you can go into your Database and make an Item called Iron Key, and actually give that item to the hero. (you did this above didn't you?) The only difference is that with the first option, the hero wont see the key in his Inventory. Whereas in the second option, he will. If you choose to make an Item in the Database (if you haven't already) scroll up to Section 2 step 3. Go do that, I'll wait here.

5. Done making the item? Good. Now open up the first npc's event and go back to page 2. In the 'Event Commands' double-click and select 'Add Item' set the 'Add/Drop Item' as "Fix" and select from the dropdown box the "Iron Key" you just made. Set the Operand as "Set" "1". Click 'OK'. This puts the Iron Key in the heros INVENTORY.

6. Now either do some cool 'Flash Chara' (page2) effect or use 'Set Chara Movement' to make the npc disapear or walk out a door. Dont forget to add sound effects if you feel you need them (page3 SE of the Events Commands editor). If you dont do anything at this point to remove the npc, it will just vanish after the hero finishes talking to them. Dont exit this event yet, we're not quite done.

7. OK, remember the locked chest? It requires a switch to be turned on in order to get the goodies. (see Section 2.2) So we need to turn on that switch when the hero gets this key. Put a 'Change Switch' in the 'Events Commands' window. This time select the switch name ("Iron Key") we made when you created the Locked Chest event. (On page 2 of the Chest event we made a switch called "Iron Key" Section 2 step2). Now make yet another 'Change Switch' in the 'Events Commands' window. Name the switch "npc1 finished". 

8. Also we want to set a 'Variable' as a random number now. Double click in the window to open the Events Editor and select 'Change Variable', in the 'Variable Manager' select the 'One' and select [...] the Variable called "Chest-Rand-Item". Under 'Operation' select "Set", Under 'Operand' select "Rand." and change the first edit as the beginning number and the second edit as the ending number. This is the numbers between x to x, (ex 1 to 10). These numbers will be 'Item' numbers in the Database. So choose a x to x that is suitable to your Items list. Click 'OK'. Make a new Page in the event.

9. PAGE THREE. Put a check in the 'Switch' and make it the "npc1 finished" we just made. Set the 'Graphic as a blank, thats 'chipset 1' the top left square. Leave the rest of the event as is. Click 'OK', we are done with this event.

10. OZZY: The second npc (Ozzy). Make another event and set the 'Graphic as a npc from the chara <rtp>. (Basically this first page is the same as the npc 1 that we made. Put a message in the 'Events Commands' window like "<>Messg:"Hey shouldn't you be in school or something? huh?"" Make a new page in this event.

11. PAGE TWO-OZZY. On this page, put a check in 'Switch' and select the switch we made way back when we made npc1 (Section 3.2). The switch was called "Ozzy". Put a simple message in the 'Events Commands' also that would be like a response to what the hero would say to Ozzy after talking to npc1. [For the best effect do a whole conversation between the hero and Ozzy, like you did for npc1]. Also we need to put a 'Change Switch' in the 'Events Commands' box so that the npc1 event will flip to the second page. (Section 3.3) The switch was named "NPC1".

12. We dont want Ozzy to say this conversation again so we use another switch to turn to a page three in this event. (You should have a real good grasp of switches by now, but in case you dont...). Double click in the 'Events Commands' window and select 'Change Switch'. Make and name a new switch, like "Ozzy finished". Make a new page in this event.

13. PAGE THREE OZZY. This page will need a check in the 'Switch' and "Ozzy finished" in the box. You can put some message in the 'Events Commands' box like OZZY: "ya ya ya tell Harry I'll be over in a minute." and this message can repeat every time the hero talks to Ozzy. 

Thats all there is too it. Heh heh. Was that confusing? Test it and try to see if it will get messed up if you don't follow the order right.

Too recap, The hero will go to the chest and find its locked. Then he will come across this npc 1(Harry) who will tell the hero to go see another npc 2(Ozzy), after the hero does that, then the hero will return to the npc 1(Ozzy) and then the hero gets a key that he can use to open the chest. The chest will then give the hero a random item. *Whew* What do you think? Was that easy or Mission Impossible? : ] Remember even if the player dosent follow the above recap in the way I described it exactly, the whole system will still work! It accounts for all possible circumstances, and wont let one thing happen till the hero does what hes supposed to. Go over this until you get it down by heart.

[]SECTION 4 ====== Steps 1 - 6 ======= Ozzy as a Party Member =====

Lets say you want Ozzy to join your hero's party. How is this done? It's very easy. We will use the existing events above. 

1. Open the Ozzy event by double clicking on it. Goto page 3. Delete the message (if there is one) and any other commands. Put a message in saying something like "Hey I'm going to help you on your quest \n{1]. That ok with you?".

2. Open up the event editor again and this time select "Show Choice" (page1). Leave it as Yes / No. 'Cancel Case' Choice 2 select. Under the [Yes] Case, double click on the <>. Put a 'Message' saying: OZZY: Hellacool! Well make a great team. Double click under that and select 'Change Party' (page1). Put a dot on "Add Member" and select Ozzy from the pulldown list. It says 'Replace Main Hero with' but it dosent actually do that unless you select "Remove Member" and select the main hero's name in the pulldown box, and THEN a new 'Change Party' "Add Member" and select the char you're talking to. then the char you're talking to becomes the hero char. 

But whats this! !!Oh Ohhh!! Ozzy isn't on the List of characters to choose from! Yup we need to Make Ozzy before we can add him to the group. Exit (cancel) out of the Add Party dialog and the Event command dialog and select 'OK' in the 'Event Editor' to save your work on this Ozzy event. Hit f8 for the Database. Go to Hero tab. Set up one of the chars there as Ozzy, or if you have already made all your chars just substitute the name 'Ozzy' for one of your own. Everything on the Hero Party dialog is pretty much self explanititory. If you need help with it post on the Forum. I think almost everyone knows how this stuff works. Once you're done in here go back to your Ozzy event - page 3.

3. Double click under that and select 'Change Party' (page1). Put a dot on "Add Member" and select Ozzy from the pull down list. Under that put a message in saying "Ozzy has joined you on your Quest!" if you want. 

4. Under that Double click and select 'Call Menu' (page3). This will call the system menu so the player can check out Ozzy's spells, weapons, and so on. Now under the "Call System menu" make a switch that will turn the page of this event. Switch "Ozzy Joined.". Make a new page and check the 'Switch' and set it as "Ozzy Joined". Make the 'Graphic' A blank. 

5. You should put a 'Message' under the [No] Case as well , like "Fine I didn't really want to be in your party anyway." Also make a 'Switch' that will be used to skip over the next page (with the blank 'Graphic') to a page where Ozzy will be ticked off at the hero for not letting him join. Can you figure out how to do that yourself? If not read on.

6. Make the message under the [No] Case and under that make a new 'Change Switch' called "Ozzy Snubbed". Click the tab to go to page 4 and hit the New Page button to make a page 5. Put a check in 'Switch' and select the "Ozzy Snubbed" switch we just made. Put a 'Graphic' of Ozzy back in the 'Graphic' box. And slap a ticked off sounding 'Message' in the 'Events Commands'. And we're done.

Q. I got an Invalid Hero message and could only select Ok and the test game closed on me!? What do I do?

A: This happened probably because you used a switch that is being used by another event and they conflicted. Maybe you tried making this tutorial and got halfway through or all the way through. Then you decided to go through it again but instead of deleting the events you made before you just left them. SOLUTION: Get rid of the conflicting events or change the switches you're using for the new events.

[]SECTION 5 ====== Steps 1 - x =======How to use ====

===== The "Input Number" command in the 'Event Commands' dialog.

This had me stumped for a while so I though I would save you the time tring to figure it out. This is a total spoiler, so if you like figuring things out for yourself don't read this. This will all be simple instructions and explanations and assumes you are familiar with the basic Event Commands.

1. Make an event. 
2. Set a Variable as a number 1 to 6 digits long.
3. Message:"Enter Numeric Password." 
4. Select "Input Number" and store it into a fresh variable.
5. Make a "Fork Option" Select 'Variable' [this is the Variable you set in step 2], under that, select Varial (Variable but got cut off) [This is the variable set from the "Input Number" (step 4), select 'same' from the dropdown box under that. Put a check in the 'Option' below.

What this does is checks to see if the first variable you made (step2) is identical to the variable made by the "Input Number" (step4). If it is the fork continues with further commands. If it isn't then the fork skips to the Excepting Case and follows through with the commands listed there.

==== The "Set Password" command in the 'Event Commands' dialog.

This one seems to be an extention of the "Input Number" command. Basically you set a 'Variable' as a single digit number. and use a fork like with the "Input Number" to compare that Variable with the one set by the "Set Password". The neat thing about the "Set Password is that the player sets it's variable by pressing one of 6 keys. As shown.

[ESC/System Menu=6] [Spacebar/Enter=5] [Arrow Up=4 Arrow Right=3 Arrow Left=2 Arrow Down=1]

You have to use nested forks to (forks within forks) to move through the Password if the password is to be more than 1 digit. So in other words you have to set the password variable before ecah time you ask the player to set password. Example:

We want to make the player enter a 2 digit password. 4&2. First you set a Variable (A) as 4. Then put a message in asking the player to enter a password from 1-6 using the keys mentioned above. Then "Set Password" (or it could be called Enter Password). The player then presses a key and sets a Variable (B) as that keys number. Use a Fork here. Just like "Input Number" use the fork to check to see if Variable (A) is identicle to Variable (B). If it is, reset the Variable (A) as the second number in the sequence (this being 2). Then Input a message saying "Correct, now continue.". The player "Enters Password" again thus setting Variable (B). Another Fork, to check if they are identical. If they are then the player wins. If not They must start from the beginning. If you understand the "Input Number" then you should have no problem with this. 

Why not just use "Input Number"? Well you can only have 6 numbers with that. With "Set Password" you can have a whole lot more. Imagine this if you will: A timer is counting down the seconds till a bomb explodes and the poor player must input one number after another in a loooong string of numbers (like 142314312625) all before the timer runs out or kabooom. And make him guess and try to remember each and every number. Heh heh. I love it. I have another idea for it, but It's mine and I'm not giving it out here. You'll probably figure it out on your own though.

====== The "Memory Place" command in the 'Event Commands' dialog.

This ones pretty simple. You must set the "Memory Place" within one event. Open it up. Set you map ID as a Variable (I don't think it has anything to do with the Map numbers on the left, but it might.) Give the Variable a name like MAP-ID-1. Set your X as a Variable [just give it a name is all.] The variable number is determined by where you use this "Memory Place" command. Its like an auto detect that sets the Variable for you. (schweeeet). Set the Y as a Variable [just enter a name] The variable number is determined by where you use this "Memory Place" command. Its like an auto detect that sets the Variable for you. 

Then when you want to 'Teleport' the party to the "Memory Place" use the "Goto Memorized Place" command. And set the Map ID and X and Y as the same Variables you used in the above "Memory Place". Its good to use in battles where you want the hero(s) to be teleported to a certain spot after they defeat a villain.

====== The "Label" and "Cycle" commands in the 'Event Commands' dialog.
[Label 1]
This is really easy to understand. Make your Label in your 'Event Commands' script, assign it a number. Then put in all your messages, or whatever. And insert "GOTO Label (#)" and the script will jump up (or skip down) to the Label with the number you assigned it. If you don't understand this: 
[Goto Label 1]

As for cycle, I have no idea at this time why anyone would use this. You make one, and put commands in it, and they just keep looping over and over and over forever. You must have to use it in conjunction with lots of other commands to get any use out of it. Its just like using Auto Start except auto start acounts for the entire event commands. Use a "Goto Label" or a "Break Cycle" inside the cycle to stop it. I'm sure it has it uses just not sure right what they are. If you have to have something loop over and over again within a certain part of an events commands, I suppose you would use "Cycle".

===== The "Comment" command in the 'Event Commands' dialog.

Use this to keep track of whats going on in your super complicated scripts. The player wont see "Comment" commands when they play the game.

==========================================================================================
No offence to Don, but the Control Commands were a little confusing to understand in his faq. heres a revision of what they do.
(from Don to Gemini-eye: no probs!! ^_^)
 With examples.

Insert any one of these in a message:

\\ *Shows a char "\". Apparently the program uses \ as a default pre-command char. So you cant use it on its own because it will turn anything that follows it into a message command. If nothing follows it, you get an error and your game closes.
\C[n] *Set the text's colour (n is a colour number) (looks to me like there's 20 different colors) (I'm color blind though : ])
\S[n] *Set speed of the message (n 1 - 20).
1 - fastest without pauses; 20 - slowest (and its slooooow)
\N[n] *Shows name of the hero characters. (n is a number pertaining to the list of heros in the Database)
\V[n] *Shows variables value. (n is a number)
\$ *Shows the money. It appears in a window in the top right corner.
\! *Pauses message. Show of the next word is done by pressing spacebar. ex. "Test \! Testing" When the message displays; "Test" will show (press spacebar/enter) then "Testing" will show.
\. *1/4 Delay before next letter. 
\| *1 Delay before next letter. 
\>/\< *Shows the letter of " Store that it is put in "\>" and "\<" momentarily. Usage: \>X\< will display X in the message. Its purpose seems useless really I thought for sure this was the way to display the random item in my example above. : \>\v[item number]<
\^ *This causes the message to close by itself .Use it with \| \| \| \^ and the message will close after a few seconds. Use it by itself and the message closes as soon as the text finishes displaying.
\_ *Shows half a space. If it looks like a couple letters are not far enough apart, use this \_ to space them a bit.

Thats it from me for now, Later...

Gemin-eye June 27th/2000 2:36am . . Be an innovator.. not an imitator..

P.S. from don to all losers who spammed my forums... you're are the LOSERS 8-)