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Everything posted by EmilyAnnCoons
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Welcome, Garfunkle ^^
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Erm...just figured I'd "advertise" firefox, as this is the internet section...It's the best browser I've ever seen. I love it, and I haven't stopped using it...heck, I've used it for so long, I don't even remember how long ago it was since I got it. http://www.mozilla.com/ For anyone using internet explorer - you need to get firefox...it's about 10 million (ok...at least 10) times better then IE can ever hope to be! (Not an exageration on the "can ever hope to be" part)
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Wow, good job with the layouts ^^
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A demo of the recolors/Edits
EmilyAnnCoons replied to Suzakudemon's topic in Resource Showcase & Critique
Awesome, I like them -
Anti-Event Lag Script
EmilyAnnCoons replied to EmilyAnnCoons's topic in Archived RPG Maker XP Scripts (RGSS1)
heh...yeah, having a slow computer doesn't help much...also, for anyone who hasn't noticed yet, the god mode script is edited to be permanent now. It doesn't turn off and cause the game to glitch anymore when you quit and reload. -
Anti-Event Lag Script
EmilyAnnCoons replied to EmilyAnnCoons's topic in Archived RPG Maker XP Scripts (RGSS1)
It reduced lag a bit in my dungeons and in the Desert of Illusions...but it doesn't work well in the South of Shilan...at least for me anyway...I wonder what other people have had... -
ok, so, this is made by phylomortis, not me...it's actually a section of their custom debugger script, so I don't take credit for this... First add this line to Game_System: attr_accessor :god_mode Then add this line to Game_System: @god_mode = false Now replace the entire section after def maxhp with this: def base_maxhp if $game_system.god_mode return 9999 end return $data_actors[@actor_id].parameters[0, @level] end # ------------------------------------- def base_maxsp if $game_system.god_mode return 9999 end return $data_actors[@actor_id].parameters[1, @level] end # ------------------------------------- def base_str if $game_system.god_mode return 999 end n = $data_actors[@actor_id].parameters[2, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_dex if $game_system.god_mode return 999 end n = $data_actors[@actor_id].parameters[3, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_agi if $game_system.god_mode return 999 end n = $data_actors[@actor_id].parameters[4, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_int if $game_system.god_mode return 999 end n = $data_actors[@actor_id].parameters[5, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_atk if $game_system.god_mode return 9999999 end weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end # ------------------------------------- def base_pdef if $game_system.god_mode return 9999999 end weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 end # ------------------------------------- def base_mdef if $game_system.god_mode return 9999999 end weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 end end Finally, use the Cheats Input script and add this to top: class Game_Party def recover_all @actors.each {|a| a.recover_all} end end Lastly, add the following code to the cheats: elsif @cheatword == "godmode" #edit this to whatever you want for the god mode code $game_system.god_mode = true $game_party.recover_all That's all there is to it. You will now have God Mode, and (unless you have a script that has a damage limit) you will be doing around the...I think it's...1 BILLION points of damage...
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-nods- same here...I actually edited a part of that script... -points to the lines about changing a character's stats- still trying to figure out what the recover all script code is...I can't figure it out ><
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Agreed, go for it if you know how to do it....I just...have no idea how to so...
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Yeap, I'm making a "You know you...too much...if you..." list (you know, like "You know you play too much Zelda if you call your horse Epona kinda thing). First off, a list I made myself. You know you are obsessed with an anime character if you: 1) Dream about him/her 2) Have a folder on your computer labeled with the same name as that character, and all you have are images of him/her 3) You have AT LEAST 20 images of that character in your folder 4) You have MORE THEN 30 images of that character in your folder 5) You have all your images labeled "<character>_01" "<character>_02" etc, and the number reaches higher then 20 6) You have all of those images AND have about 50 other images where that character pops up in them 7) You know every line they have in every episode (not hard if they have a small part...but I'm referring to someone who has a big part) 8) You have images of that character on your walls. 9) You have the official deck of cards that has that character or the character from that show on it. 10) You're making a list of these things, trying to come up with all the things you do (It's true!) 11) at least 2 or more of the above are true 12) ALL of the above are true Now, a couple lists of "You know you've played too much Zelda if" Feel free to add more if any of you want to ^^
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#====================================================================== ======== # Cheats Input Script - v1.2 - by BudsieBuds #------------------------------------------------------------------------------ # NOTE: Start editing at line 68 and stop editing at '# STOP EDITING \\'. #============================================================================== #============================================================================== # ** Scene_Cheats #------------------------------------------------------------------------------ # by BudsieBuds #============================================================================== class Scene_Cheats #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make windows @edit_window = Window_CheatsEdit.new @input_window = Window_CheatsInput.new # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @edit_window.dispose @input_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @edit_window.update @input_window.update # If B button was pressed if Input.repeat?(Input::B) # If cursor position is at 0 if @edit_window.index == 0 return end # Play cancel SE $game_system.se_play($data_system.cancel_se) # Delete text @edit_window.back return end # If C button was pressed if Input.trigger?(Input::C) # If cursor position is at [OK] if @input_window.character == nil @cheat_word = @edit_window.cheat.downcase =begin # START EDITING // =============================================================================== The cheat that you have to input: elsif @cheat_word == "Put the cheat you want to use here." ------------------------------------------------------------------------------- For item(s): $game_party.gain_item(Item ID, How many) For gold: $game_party.gain_gold(How many) For weapon(s): $game_party.gain_weapon(Weapon ID, How many) For armor(s): $game_party.gain_armor(Armor ID, How many) For skill(s): $game_party.actors[Actor ID].learn_skill(Skill ID) For adding (an) actor(s): $game_party.add_actor(id) For changing a stat: $game_actors[id].stat = amount ------------------------------------------------------------------------------- This is the verification sound $game_system.se_play($data_system.decision_se) ------------------------------------------------------------------------------- Your cheat can have a maximum of 17 letters. The first cheat has to start with 'if'. The cheats coming after that have to start with 'elsif'. =============================================================================== =end if @cheat_word == "iamrich" $game_party.gain_gold(500) $game_system.se_play($data_system.decision_se) elsif @cheat_word == "iamarealfighter" $game_party.gain_weapon(1, 1) $game_party.gain_armor(21, 1) $game_system.se_play($data_system.decision_se) elsif @cheat_word == "iloveitems" for i in 1...$data_items.size $game_party.gain_item(i, 10) $game_system.se_play($data_system.decision_se) end elsif @cheat_word == "somehelpplease" $game_party.add_actor(2) $game_system.se_play($data_system.decision_se) # STOP EDITING \\ else # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end # Switch to map screen $scene = Scene_Map.new return end # If text character is empty if @input_window.character == "" # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Add text character @edit_window.add(@input_window.character) return end end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # by BudsieBuds #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Graphic # icon : icon # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_icon_graphic(icon, x, y) bitmap = RPG::Cache.icon(icon) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end end #============================================================================== # ** Window_CheatsEdit #------------------------------------------------------------------------------ # by BudsieBuds #============================================================================== class Window_CheatsEdit < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :cheat # cheat attr_reader :index # cursor position #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 128) self.contents = Bitmap.new(width - 32, height - 32) @max_char = 17 @index = 0 @cheat = "" refresh update_cursor_rect end #-------------------------------------------------------------------------- # * Add Character # character : text character to be added #-------------------------------------------------------------------------- def add(character) if @index < @max_char and character != "" @cheat += character @index += 1 refresh update_cursor_rect end end #-------------------------------------------------------------------------- # * Delete Character #-------------------------------------------------------------------------- def back if @index > 0 # Delete 1 text character name_array = @cheat.split(//) @cheat = "" for i in 0...name_array.size-1 @cheat += name_array[i] end @index -= 1 refresh update_cursor_rect end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Draw cheat name_array = @cheat.split(//) for i in 0...@max_char c = name_array[i] if c == nil c = "_" end x = (i + 1) * 32 self.contents.draw_text(x, 32, 28, 32, c, 1) end # Draw graphic draw_icon_graphic("cheat", 16, 60) end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect x = (@index + 1) * 32 self.cursor_rect.set(x, 32, 28, 32) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_cursor_rect end end #============================================================================== # ** Window_CheatsInput #------------------------------------------------------------------------------ # by BudsieBuds #============================================================================== class Window_CheatsInput < Window_Base CHARACTER_TABLE = [ "A","B","C","D","E", "F","G","H","I","J", "K","L","M","N","O", "P","Q","R","S","T", "U","V","W","X","Y", "Z"," "," "," "," ", "+","-","*","/","!", "1","2","3","4","5", "" ,"" ,"" ,"" ,"" , "a","b","c","d","e", "f","g","h","i","j", "k","l","m","n","o", "p","q","r","s","t", "u","v","w","x","y", "z"," "," "," "," ", "#","$","%","&","@", "6","7","8","9","0", "" ,"" ,"" ,"" ,"" , ] #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 128, 640, 352) self.contents = Bitmap.new(width - 32, height - 32) @index = 0 refresh update_cursor_rect end #-------------------------------------------------------------------------- # * Text Character Acquisition #-------------------------------------------------------------------------- def character return CHARACTER_TABLE[@index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...90 x = 140 + i / 5 / 9 * 180 + i % 5 * 32 y = i / 5 % 9 * 32 self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1) end self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1) end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect # If cursor is positioned on [OK] if @index >= 90 self.cursor_rect.set(428, 9 * 32, 48, 32) # If cursor is positioned on anything other than [OK] else x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32 y = @index / 5 % 9 * 32 self.cursor_rect.set(x, y, 32, 32) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # If cursor is positioned on [OK] if @index >= 90 # Cursor down if Input.trigger?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @index -= 90 end # Cursor up if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) @index -= 90 - 40 end # If cursor is positioned on anything other than [OK] else # If right directional button is pushed if Input.repeat?(Input::RIGHT) # If directional button pressed down is not a repeat, or # cursor is not positioned on the right edge if Input.trigger?(Input::RIGHT) or @index / 45 < 3 or @index % 5 < 4 # Move cursor to right $game_system.se_play($data_system.cursor_se) if @index % 5 < 4 @index += 1 else @index += 45 - 4 end if @index >= 90 @index -= 90 end end end # If left directional button is pushed if Input.repeat?(Input::LEFT) # If directional button pressed down is not a repeat, or # cursor is not positioned on the left edge if Input.trigger?(Input::LEFT) or @index / 45 > 0 or @index % 5 > 0 # Move cursor to left $game_system.se_play($data_system.cursor_se) if @index % 5 > 0 @index -= 1 else @index -= 45 - 4 end if @index < 0 @index += 90 end end end # If down directional button is pushed if Input.repeat?(Input::DOWN) # Move cursor down $game_system.se_play($data_system.cursor_se) if @index % 45 < 40 @index += 5 else @index += 90 - 40 end end # If up directional button is pushed if Input.repeat?(Input::UP) # If directional button pressed down is not a repeat, or # cursor is not positioned on the upper edge if Input.trigger?(Input::UP) or @index % 45 >= 5 # Move cursor up $game_system.se_play($data_system.cursor_se) if @index % 45 >= 5 @index -= 5 else @index += 90 end end end # If L or R button was pressed if Input.repeat?(Input::L) or Input.repeat?(Input::R) # Move capital / small $game_system.se_play($data_system.cursor_se) if @index < 45 @index += 45 else @index -= 45 end end end update_cursor_rect end end How to access: $scene = Scene_Cheats.new Put this icon in your icons folder: You can always make your own icon (24x24), name it 'cheat' and put it in your icons folder. DEMO: http://www.rmxpunlimited.net/forums/index....amp;showfile=11
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Rep script, nice. -claps- looks good...If I knew a use for it, i'd use it ^^ But my game currently does not have a use for it right now...plus I'd have to go edit my menu script, cause I don't use the DMS...I use a CMS.
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hehe, nah, it's ok. You didn't waste my time. You reminded me that the codebox command won't work for RPG Maker is all, so now I'll remember not to use it ^^
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This fixes the gold display so that, instead of showing as one big jumbled number, it adds commas! Just replace the ENTIRE refresh command in Window_Gold with the following: def refresh #Advanced Gold Display mini-script by Dubealex. self.contents.clear case $game_party.gold when 0..999 gold = $game_party.gold when 1000..9999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s when 10000..99999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s when 100000..999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s when 1000000..9999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s end self.contents.font.color = text_color(6) gold_word = $data_system.words.gold.to_s + ":" cx = contents.text_size(gold_word).width cx2=contents.text_size(gold.to_s).width self.contents.draw_text(4, 0, 120-cx-2, 32, gold_word) self.contents.font.color = text_color(0) self.contents.draw_text(124-cx2+2, 0, cx2, 32, gold.to_s, 2) end end You can even edit the text color by finding self.contents.font.color = text_color(6) and changing the number that is in the parentheses ()
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-nods- yeah...it's the codebox command...let me switch it over to the code command instead and then you can try again...which I just finished doing...
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Err...dang...by the looks of it, that's the anti-event lag script that I just posted...I've seen this on other sites... -grumbles- let me go remove the codeboxes...it SHOULD work then... -grumbles about IPB and it's codeboxes not working-
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Awesome, let me add something to this. For anyone who hates trying to fuss with that arrow they give you on RPG Maker XP, just find @message_width = 480 #Choose the width size of the message box. Default=480 and replace it with @message_width = 500 #Choose the width size of the message box. Default=480 This will make it so you won't have to fight with the arrow anymore, and can just type until it drops each line by itself ^^
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This script helps reduce event lag (lag you get from having several events on the map) by a LOT let me tell you. I use it cause it helps reduce the lag in my dungeons and such...only place it hasn't helped is in the South of Shilan area of my game so far...As with every other script, just copy it below Scene_Debug and above Main. #====================================== # ■ Anti Event Lag Script #====================================== # By: Near Fantastica # Date: 12.06.05 # Version: 3 #====================================== #====================================== # ■ Game_Map #====================================== class Game_Map #-------------------------------------------------------------------------- def in_range?(object) screne_x = $game_map.display_x screne_x -= 256 screne_y = $game_map.display_y screne_y -= 256 screne_width = $game_map.display_x screne_width += 2816 screne_height = $game_map.display_y screne_height += 2176 return false if object.real_x <= screne_x return false if object.real_x >= screne_width return false if object.real_y <= screne_y return false if object.real_y >= screne_height return true end #-------------------------------------------------------------------------- def update if @scroll_rest > 0 distance = 2 ** @scroll_speed case @scroll_direction when 2 scroll_down(distance) when 4 scroll_left(distance) when 6 scroll_right(distance) when 8 scroll_up(distance) end @scroll_rest -= distance end for event in @events.values if in_range?(event) or event.trigger == 3 or event.trigger == 4 event.update end end for common_event in @common_events.values common_event.update end @fog_ox -= @fog_sx / 8.0 @fog_oy -= @fog_sy / 8.0 if @fog_tone_duration >= 1 d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 end if @fog_opacity_duration >= 1 d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 end end end #====================================== # ■ Spriteset_Map #====================================== class Spriteset_Map #-------------------------------------------------------------------------- def in_range?(object) screne_x = $game_map.display_x screne_x -= 256 screne_y = $game_map.display_y screne_y -= 256 screne_width = $game_map.display_x screne_width += 2816 screne_height = $game_map.display_y screne_height += 2176 return false if object.real_x <= screne_x return false if object.real_x >= screne_width return false if object.real_y <= screne_y return false if object.real_y >= screne_height return true end #-------------------------------------------------------------------------- def update if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone i=0 for sprite in @character_sprites if sprite.character.is_a?(Game_Event) if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4 sprite.update i+=1 end else sprite.update i+=1 end end #p i @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update for sprite in @picture_sprites sprite.update end @timer_sprite.update @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update end end
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Author: Wachunga Version: 2.0.1 Script Download MapLinks_2_0_1.zip Instructions Installation Paste the Object Table, Maplinks Region and Maplinks scripts into your project above main. If you are not using the SDK I recommend that you install the SDK Interpreter Script Fix so that event command script codes will work properly. Setup To setup my maplinks script you need to edit its setup method to reflect your project. For reference here is the demo's setup as well as a breakdown of how to configure yours. Sample Initialize #-------------------------------------------------------------------------- # * Setup Regional Data #-------------------------------------------------------------------------- def setup # Region['Field'] maps = Object_Table.new(4, 4) maps[0,0], maps[1,0], maps[2,0], maps[3,0] = 1, 2, 3, 4 maps[0,1], maps[1,1], maps[2,1], maps[3,1] = 5, 6, 6, 7 maps[0,2], maps[1,2], maps[2,2], maps[3,2] = 8, 6, 6, 9 maps[0,3], maps[1,3], maps[2,3], maps[3,3] = 10, 10, 10, 10 Region.new('Field', maps, [15]) # Region['Name'] # etc. update end Configuration First of all, you must create an Object Table to hold the maps of your region. The table's x and y sizes should equal the maximum number of maps set along each axis of the table. If your region has more than one level or floor, you need to create a z axis as well. The zsize of the three dimensional table should equal the number of floors in the region, dungeon etc. maps = Object_Table.new(xsize, ysize) or maps = Object_Table.new(xsize, ysize, zsize) Now you setup each map in your region by adding its id to its proper coordinates to the table. maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id Finally, you have to use the maps table to create your region. Region.new('Name', maps, disabled) This reads the dimensions of each map in your region and joins them into a seamless region. This script allows you to link the edges of maps together with but a single event, instead of putting one event per square on every square of the edge. Also, it frees up that last line, as you have to walk THROUGH the map edge in order to hit the transfer event. I'll upload a demo later, but here's the script. Just copy and paste it to a script box below Scene_Debug, but above Main (and if you have a Scene_Introduction, make sure it goes above that too). If I didn't explain well enough, I'll let Wachunga explain at the beginning of the script. Compatibility SDK compliant Does not require the SDK Aliases Game_Temp.initialize Game_Map.setup Game_Player.check_event_trigger_touch Game_Player.update Scene_Title.command_new_game Scene_Save.write_save_data Scene_Load.read_save_data Credits & Thanks Wachunga - Creator of the Original Maplinks Script G-man - Requested Leave Map Option Regimos - Major Bug Report Cheatking - Bug Report Busbuzz - Bug Report Author Notes I've spent quite some time on this script and I'm still working on improving it. Feel free to post any questions, suggestions or feedback you have. If you find any errors please post your edited setup method and a screenshot of the error dialogue box.
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I'm really unsure if anyone woukd play this. I also have no idea how it would work...sounds quite complicated to me...
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haha, yeap, but we still do accept PKE and other fracked versions...we just won't distribute them ^^
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he means the fact that most scripts now adays are made with v1.02, and you cannot use v1.02 scripts with the non-legal version of RMXP. v1.02 works ONLY with v1.02 of RMXP. All in all, though, Marked is right, legal beats PKE anyday...EPSECIALLY if legal had scroll windows...if I knew how to do add that, I SO would right now.
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it's gonna be weird having two Mike's on the forum...it's like here in my neighborhood...I hear "michael" and about 10 people respond...it's cause almost every other boy around here is named Michael ><
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awesome and welcome to the forum ^^