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//============================================================================= // Animated busts // by Astfgl // Date: 05/06/2017 // Free for commercial and non commercial use, credits required: any of // Astfgl/Astfgl (Pierre MATEO)/ Pierre MATEO. // Edits and reposts allowed, as long as it it kept under the same terms of use. // Do not remove this header, do not claim as your own. // 03/06/2017 V2 -> Added the possibility to set a frozen image independently from // the animation, and to remove it. // 05/06/2017 V3 -> Small revisions, updated documentation. // 05/06/2017 V4 -> Text codes \fa \ufa \da \sa added. // 05/06/2017 V5 -> Text code \ca added. // 06/06/2017 V6 -> Loop interval feature added, Loop number limit added, // added compatibility to the \ca text code. // 07/07/2017 V7 -> Compatibility with SRD Camera core, Set frame Rate command // 05/09/2017 V8 -> Compatibility with slow text // 26/10/2017 V9 -> "Fixed" saving and loading issue. // 01/11/2017 V10 -> Fixed crash after erasing pictures. // 24/01/2018 V11 -> Added set frozen and remove frozen animation features, compatibility with slow text broken // 18/04/2019 V12 -> pictures should save correctly, even animated // 19/04/2019 V13 -> added VN like commands // 20/04/2019 V14 -> added fadein, and move picture relatively commands // 21/04/2019 V15 -> fixed bitmap not updating when showing another picture //============================================================================= /*: * @plugindesc Allows animating pictures * @author Astfgl * @help * =================================================================== * Animation setup: * =================================================================== * First, setup the pictures using the event commands. * Then use the following script call: * $gameScreen.picture(pictureId).setAnim([array],interval); * Replace array by the file names without the extension, surrounded by "" and * separated by ",". * Ex: ["mouth_closed","mouth_1","mouth_2","mouth_3"] * These will be, in order the pictures displayed for the animations. * The first picture will be used when the animation is paused. * * Then replace interval by a number, this will be the number of frames * between image changes. * Ex: 5 * * Ex: $gameScreen.picture(2).setAnim(["mouth_closed","mouth_1","mouth_2","mouth_3"],5) * This will cause the picture to loop between the frames you set in the array * until told to stop. * * =================================================================== * Freezing an animation * =================================================================== * You can tell a picture to stop looping by using: * $gameScreen.picture(pictureId).freeze(); * It will set the picture to the first image in the list and stop it from looping. * Notice: when synching the animation to a message, it will freeze and unfreeze the * animation automatically when the message pauses. So you have to remove the animation * if you don't want it synching with a message, not freeze it. * This command is for out of message use. * * You can tell a picture to begin looping again by using: * $gameScreen.picture(pictureId).unfreeze(); * This will make the picture start looping again, starting at the first frame. * Again, same disclaimer as for the freeze command: intended for out of message use. * * =================================================================== * Synchronizing an animation with a message box * =================================================================== * In order to synch up a picture looping animation to a message window use: * $gameMessage.setAnim(pictureId) * * Ex: $gameMessage.setAnim(2) * This will cause the picture to synch up its looping animation with the message * window: it will loop while text is writing, stop for pauses and between windows. * Using fast forward will make it skip the animation altogether. * * If you want a picture to no longer synch up with the message window, use: * $gameMessage.removeAnim(pictureId) * * Ex: $gameMessage.removeAnim(2) * * =================================================================== * Frozen or message end picture outside of animation loop * =================================================================== * By default the plugin will use the first image in the array as the frozen or * message end picture. If you would like to define a frozen picture outside of * the loop you can use the following command: * $gameScreen.picture(pictureId).setFrozenBmp(filename); * * Ex: $gameScreen.picture(2).setFrozenBmp("mouth_closed") * * If you would like to remove a frozen picture and start using the first picture * of the loop again, use the following command: * * $gameScreen.picture(pictureId).removeFrozenBmp() * * Ex: $gameScreen.picture(2).removeFrozenBmp() * =================================================================== * Wait time in between animation loops: * =================================================================== * If you want to pause the picture in between loops, use the following: * $gameScreen.picture(pictureId).setLoopInterval(number) * * Ex: $gameScreen.picture(2).setLoopInterval(60) * This will make the picture wait 60 frames before each animation loop. * * If you want to remove the wait between loops, use: * $gameScreen.picture(pictureId).removeLoopInterval(); * * Ex: $gameScreen.picture(2).removeLoopInterval(); * * Both of these commands are intended for out of message use. * * =================================================================== * Run animation loop only X times: * =================================================================== * If you'd like the animation loop to only run on certain amount of * times, use: * $gameScreen.picture(pictureId).setLoopTimes(number) * * Ex: $gameScreen.picture(2).setLoopTimes(5) * This will cause the picture to loop 5 times and them freeze itself, * until the loop times are removed or set again. * * If you want to remove the limitation, use: * $gameScreen.picture(pictureId).removeLoopTimes(); * * Ex: $gameScreen.picture(2).removeLoopTimes(); * * Both of these commands are intended for out of message use. * * * =================================================================== * Changing the frame Rate * =================================================================== * If you'd like to change the frame rate of the picture you can use the * following command: * * $gameScreen.picture(pictureId).setFrameRate(number) * * Ex: $gameScreen.picture(2).setFrameRate(10) * This will set picture 2 framerate to 10. * * =================================================================== * Text codes: * =================================================================== * This will also add several escape codes to use with message boxes: * \fa[pictureId] this will freeze the target picture animation. Again, if the animation * is synched it won't have any effect. * * \ufa[pictureId] this will unfreeze the target picture animation. Just as above, * if the animation is synched it won't have any effect. * * \da[pictureId] this will desynchronise the target picture animation with the * message window and automatically freeze it. Unfreeze it after if you'd rather * it kept running. * * \sa[pictureId] this will synchronize the target picture animation with the * message window. * * \ca[variableId] this will create an animation, you must have a picture already shown. * First you must setup a variable using the control variable: script command * the following way: * Control variables: script: [id,[spriteArray],interval,frozenBmp*,loopInterval*,loopTimes*]. * Replace id by the picture id you want to animate. * Replace sprite array by the array of sprite names. * Replace interval by a number. * frozenBmp can be omitted, if it is present it will set the new animation to use * the file name you replace frozenBmp by as its frozen frame. * loopInterval can be omitted but you must provide a frozenBmp to be able to use it * it will set a wait time between loops, replace it with a number. * loopTimes can be omitted but you must provide a frozenBmp and a loopInterval to * be able to use it. Replace it with a number, this will be the number of times the * animation will repeat. * * Ex: Control variables: script:[1,["mouth_closed","mouth_1","mouth_2","mouth_3"],5,"mouth_frozen"]; * Then in the message use \ca[variableId], replacing variableId by the id of the * variable you just used. * So if you used variable 1, use \ca[1]. * This will start the animation on target picture (1 here) using the sprites in the array, * and the interval there too, when the message reaches that point. * It will also synchronize it automatically. * * =================================================================== * Saving and loading animated pictures * =================================================================== * As of v12, there should no longer be a bug when saving pictures. * This is thanks to user kako05 on rpgmakerweb.com forums who commissionned * me for a fix. * =================================================================== * VN Commands * =================================================================== * As of V13, several VN like commands have been added to facilitate your life. * * ------------------------------------------------------------------- * Light picture: * This will set the picture tone to (0,0,0,0), basically fully bright, over * the course of 30frames, acting like if the bust was selected. * * Script call: * $gameScreen.picture(id).light(duration) * duration is optionnal, if unspecified, will do it over 30 frames. * * Text code: * \LP[pictureId] * You can't specifiy a duration if doing it via textcode. * ------------------------------------------------------------------- * Dim picture: * This will set the picture tone to (0,0,0,255), basically fully grey, over * the course of 30frames, acting like if the bust was unselected. * * Script call: * $gameScreen.picture(id).dim(duration) * duration is optionnal, if unspecified, will do it over 30 frames. * * Text code: * \DP[pictureId] * You can't specifiy a duration if doing it via textcode. * ------------------------------------------------------------------- * Move picture home: * This will set move the picture to its original coordinates over the * course of 30 frames. * * Script call: * $gameScreen.picture(id).moveHome(duration) * duration is optionnal, if unspecified, will do it over 30 frames. * * Text code: * \MPH[pictureId] * You can't specifiy a duration if doing it via textcode. * ------------------------------------------------------------------- * Fadeout picture: * This will move the picture back 20 pixels in either direction, * set its tone to grey, and change its opacity to 0 over the course of * 30 frames before deleting it, erasing the bust from the screen. * * Script call: * $gameScreen.picture(id).fadeout(duration,direction,distance) * duration is optionnal, if unspecified, will do it over 30 frames. * direction is optionnal as well, 1 will move the picture left, -1 right. * distance is optionnal and is to be given in pixels * If you want to specifiy a direction, you must specify a duration. * If you want to specify a distance you must specify both other parameters. * You can only specify a duration if you want to. * * Text code: * \CPR[pictureId] this will fadeout the picture to the right * \CPL[pictureId] this will fadeout the picture to the left * You can't specifiy a duration if doing it via textcode. * ------------------------------------------------------------------- * Fadein picture: * This will move the picture forward 20 pixels in either direction, * set its tone to bright, and change its opacity to 255 over the course of * 30 frames, acting as if the picture appeared. * * Script call: * $gameScreen.picture(id).fadein(duration,direction,distance) * duration is optionnal, if unspecified, will do it over 30 frames. * direction is optionnal as well, 1 will move the picture left, -1 right. * distance is optionnal and is to be given in pixels * If you want to specify a distance you must specify both other parameters. * If you want to specifiy a direction, you must specify a duration. * You can only specify a duration if you want to. * * Text code: * \FPR[pictureId] this will fadeout the picture to the right * \FPL[pictureId] this will fadeout the picture to the left * You can't specifiy a duration if doing it via textcode. * ------------------------------------------------------------------- * Move picture: * This will move the picture relatively to its current position. * * Script call: * $gameScreen.picture(id).movePictureRel(x,y,t) * x and y are the amount of pixels you want the picture to move * t is the duration in frames * y and t are optionnal, if omitted the picture won't move on the y * axis and the x movement will be done over 30 frames. * * Text code: * \MPR[pictureId,x,y,t] */ var Imported = Imported || {}; (function(){ Game_Message.prototype.setAnim = function(picId) { SceneManager._scene._messageWindow.setAnim(picId); } Window_Message.prototype.setAnim = function(picId) { this._anim = true; if (!this._picIds) { this._picIds = []; } if (!this._picIds.contains(picId)) { this._picIds.push(picId); } } Game_Message.prototype.removeAnim = function(picId) { SceneManager._scene._messageWindow.removeAnim(picId); } Window_Message.prototype.removeAnim = function(picId) { if (this._picIds) { for (var i = 0; i < this._picIds.length; i++) { if (this._picIds[i] === picId) { this._picIds.splice(i,1); } } } } var _Astfgl_newWMU = Window_Message.prototype.update Window_Message.prototype.update = function() { _Astfgl_newWMU.call(this); if (this._anim) { if (this._waitCount > 0 || this.pause || !this._textState) { this._picIds.forEach(function(num){ $gameScreen.picture(num).freeze(); }) } else { this._picIds.forEach(function(num){ $gameScreen.picture(num).unfreeze(); }) } } } var _Astfgl_newGPIB = Game_Picture.prototype.initBasic Game_Picture.prototype.initBasic = function() { this._animated = false; this._interval = 0; this._timer = 0; this._index = 0; this._frozen = false; this._bmpArray = []; } Game_Picture.prototype.setAnim = function(sprArray,interval) { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } spr._bmpArray = []; this._animated = true; this._interval = interval; this._bmpArraySave = [] for (var i = 0; i < sprArray.length; i++) { spr._bmpArray.push(ImageManager.loadPicture(sprArray[i])) this._bmpArraySave.push(sprArray[i]) } } Game_Picture.prototype.setFrozenAnim = function(sprArray,interval) { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } this._Fanimated = true; this._Finterval = interval; this._Ftimer = 0; this._Findex = 0; spr._FbmpArray = []; this._FbmpArraySave = []; for (var i = 0; i < sprArray.length; i++) { spr._FbmpArray.push(ImageManager.loadPicture(sprArray[i])) this._FbmpArraySave.push(sprArray[i]) } } Game_Picture.prototype.removeFrozenAnim = function() { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } delete this._Fanimated delete this._Finterval delete this._Ftimer delete this._Findex delete spr._FbmpArray } Game_Picture.prototype.setFrozenBmp = function(path) { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } spr._frozenBmp = ImageManager.loadPicture(path); this._frozenBmpSave = path } Game_Picture.prototype.removeFrozenBmp = function() { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } delete spr._frozenBmp; } var _Astfgl_newGPU = Game_Picture.prototype.update Game_Picture.prototype.update = function() { _Astfgl_newGPU.call(this); if (this._animated) { this.updateAnim(); } } Game_Picture.prototype.updateAnim = function() { if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[this.id - 1]; } if (this._bmpArraySave && !spr._bmpArray) { spr._bmpArray = []; for (var i = 0; i < this._bmpArraySave.length; i++) { spr._bmpArray.push(ImageManager.loadPicture(this._bmpArraySave[i])) } } if (this._frozenBmpSave && !spr._frozenBmp) { spr._frozenBmp = ImageManager.loadPicture(this._frozenBmpSave) } if (this._FbmpArraySave && !spr._FbmpArray) { spr._FbmpArray = []; for (var i = 0; i < this._FbmpArraySave.length; i++) { spr._FbmpArray.push(ImageManager.loadPicture(this._FbmpArraySave[i])) } } if (this._animated) { this._timer += 1; if (this._timer >= this._interval) { this._timer = 0; this._index += 1; } if (this._index >= spr._bmpArray.length) { this._index = 0; if (this._loopInterval) { this._loopTime = this._loopInterval; } if (this._loopLimit) { this._loopTimes -= 1; } } if (this._loopInterval) { if (this._loopTime > 0) { this._loopTime -= 1; this.freeze(); } if (this._loopTime <= 0) { this.unfreeze(); } } if (this._loopLimit && this._loopTimes <= 0) { this.freeze(); } if (this._frozen) { this._index = 0; this._timer = 0; } else { this._Findex = 0; this._Ftimer = 0; } if (spr) { spr.updateBitmap(this); } } } var _Astfgl_aliasSPUB = Sprite_Picture.prototype.updateBitmap Sprite_Picture.prototype.updateBitmap = function() { if (this._bmpArray) { var pic = this.picture(); if (!pic || !pic._animated) {_Astfgl_aliasSPUB.call(this); return} this.bitmap = this._bmpArray[pic._index] if (pic._frozen && this._frozenBmp) { this.bitmap = this._frozenBmp; } else if (pic._frozen && pic._Fanimated) { pic._Ftimer += 1; if (pic._Ftimer >= pic._Finterval) { pic._Ftimer = 0; pic._Findex += 1; } if (pic._Findex >= this._FbmpArray.length) { pic._Findex = 0; } this.bitmap = this._FbmpArray[this._Findex] } this.visible = true } else { _Astfgl_aliasSPUB.call(this) } } Game_Picture.prototype.freeze = function() { this._frozen = true; } Game_Picture.prototype.unfreeze = function() { this._frozen = false; } Game_Picture.prototype.setLoopInterval = function(num) { this._loopTime = 0; this._loopInterval = num; } Game_Picture.prototype.removeLoopInterval = function() { delete this._loopTime; delete this._loopInterval; this.unfreeze(); } Game_Picture.prototype.setLoopTimes = function(num) { this._loopLimit = true; this._loopTimes = num; } Game_Picture.prototype.removeLoopTimes = function() { delete this._loopLimit; delete this._loopTimes; } var _Astfgl_newGSSP = Game_Screen.prototype.showPicture Game_Screen.prototype.showPicture = function(pictureId, name, origin, x, y, scaleX, scaleY, opacity, blendMode) { _Astfgl_newGSSP.call(this,pictureId, name, origin, x, y, scaleX, scaleY, opacity, blendMode); var realPictureId = this.realPictureId(pictureId); this._pictures[realPictureId].id = realPictureId; this._pictures[realPictureId]._homeX = x; this._pictures[realPictureId]._homeY = y; if (!Imported["SumRndmDde Camera Core"]) { var spr = SceneManager._scene._spriteset._pictureContainer.children[pictureId - 1]; } else { var spr = SceneManager._scene._pictureContainer.children[pictureId - 1]; } spr.updateBitmap(); } var _Astfgl_newGSEP = Game_Screen.prototype.erasePicture Game_Screen.prototype.erasePicture = function(id) { _Astfgl_newGSEP.call(this,id); if (SceneManager._scene._messageWindow) { if (SceneManager._scene._messageWindow._anim) { SceneManager._scene._messageWindow._anim = false; for (var i = 0; i < SceneManager._scene._messageWindow._picIds.length; i++) { if (SceneManager._scene._messageWindow._picIds[i] === id) { SceneManager._scene._messageWindow._picIds.splice(i,1); } } } } } var _Astfgl_newWBCEC = Window_Message.prototype.processEscapeCharacter Window_Message.prototype.processEscapeCharacter = function(code, textState) { _Astfgl_newWBCEC.call(this,code,textState); if (code === 'FA') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).freeze(); } else if (code === 'UFA') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).unfreeze(); } else if (code === 'DA') { var num = Number(this.obtainEscapeParam(textState)); $gameScreen.picture(num).freeze(); this.removeAnim(num); } else if (code === 'SA') { this.setAnim(Number(this.obtainEscapeParam(textState))); } else if (code === 'CA') { var array = $gameVariables.value(this.obtainEscapeParam(textState)); var id = array[0]; var arr = array[1]; var num = array[2]; $gameScreen.picture(id).setAnim(arr,num); this.setAnim(id); if (array[3]) { $gameScreen.picture(id).setFrozenBmp(array[3]); } if (array[4]) { $gameScreen.picture(id).setLoopInterval(array[4]); } if (array[5]) { $gameScreen.picture(id).setLoopTimes(array[5]); } } else if (code === 'LP') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).light(); } else if (code === 'DP') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).dim(); } else if (code === 'MPH') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).moveHome(30); } else if (code === 'CPR') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadeout(30,-1); } else if (code === 'CPL') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadeout(30,1); } else if (code === 'FPR') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadein(30,-1); } else if (code === 'FPL') { $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadein(30,1); } else if (code === 'MPR') { var ar = this.obtainEscapeParamArray(textState); $gameScreen.picture(Number(ar[0])).movePictureRel(Number(ar[1]),Number(ar[2]),Number(ar[3])) } } Game_Picture.prototype.setFrameRate = function(num) { this._interval = num; } Game_Picture.prototype.light = function(t) { var t = t || 30; this.tint([0,0,0,0],t); } Game_Picture.prototype.dim = function(t) { var t = t || 30; this.tint([0,0,0,255],t); } Game_Picture.prototype.moveHome = function (t) { var t = t || 30; this.move(this._origin, this._homeX, this._homeY, this._scaleX, this._scaleY, this._opacity, this._blendMode, t) } Game_Picture.prototype.fadeout = function(t, dir, dist) { var t = t || 30; var dir = dir || 1; var dist = dist || 20; this.move(this._origin, this._x - dist * dir, this._y, this._scaleX, this._scaleY, 0, this._blendMode, t) this.tint([0,0,0,255],t); this._toClear = true; } Game_Picture.prototype.fadein = function(t,dir, dist) { var t = t || 30 var dir = dir || 1; var dist = dist || 20; this.move(this._origin, this._x - dist * dir, this._y, this._scaleX, this._scaleY, 255, this._blendMode, t) this.tint([0,0,0,0],t); } Game_Picture.prototype.movePictureRel = function(x,y,t) { var t = t || 30; var y = y || 0; this.move(this._origin, this._x + x, this._y + y, this._scaleX, this._scaleY, this._opacity, this._blendMode, t) } Window_Base.prototype.obtainEscapeParamArray = function(textState) { var arr = /^\[.+\]/.exec(textState.text.slice(textState.index)); if (arr) { textState.index += arr[0].length; arr[0] = arr[0].substring(1,arr[0].length-1) var list = arr[0].split(",") return list; } else { return ''; } }; var _Astfgl_aliasNewGPUM = Game_Picture.prototype.updateMove Game_Picture.prototype.updateMove = function() { _Astfgl_aliasNewGPUM.call(this); if (this._duration === 0 && this._toClear) { $gameScreen.erasePicture(this.id) } } })()
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