Ah, you must have a script to display the map name. You can bypass the problem with this little snippet:
CODE
module RPG class MapInfo def name return @name.gsub(/EC\[.*\]/, '') end end end
Thx, but you forgot the # sign behind the EC but I added already.
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QUOTE ('Exiled One')
"If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
This is a small simple script of which i made with the help of a few script templates by Yanfly.
It's also my first script, so please be gentle.
What is does is instead of having the fadein/fadeout transition effect it makes it instant. However you can still do a fadein/fadeout with the event commands, I know, I've tried.
Script:
CODE
#============================================================================== # By: Bizarre Monkey #------------------------------------------------------------------------------ # This Script instantly tranfers the player without the fadein/fadeout look. # You can still, however, do it through the event command. #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # Player Transfer Processing #-------------------------------------------------------------------------- def update_transfer_player return unless $game_player.transfer? fade = (Graphics.brightness > 0) fadeout(0) if fade @spriteset.dispose $game_player.perform_transfer $game_map.autoplay $game_map.update Graphics.wait(0) @spriteset = Spriteset_Map.new fadein(0) if fade Input.update end end
And because you're going to ask anyway, here's a demo.
This script is 100% Plug and play, just plop it under materials and you're set, though if you want to have new transitions you'll have to do that yourself.
There should be zero compatibility issues with this script, since it just recycles a method in scene_map.
Group: Member
Posts: 9
Type: None
RM Skill: Beginner
Hey Taiine!
your script is awesome! but i have a problem ^^ when i disable saving access it gives a error message: error on line 443 undefined method 'disable_item' i'm very bad in scripting so could you help me fix that?
Group: Member
Posts: 9
Type: Mapper
RM Skill: Beginner
class Game_Player #-------------------------------------------------------------------------- # * Move Down # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move up # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- def move_lower_left super end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- def move_lower_right super end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- def move_upper_left super end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- def move_upper_right super end end
class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :actor attr_accessor :move_speed #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super() @through = true @actor = actor end #-------------------------------------------------------------------------- # * Set Actor #-------------------------------------------------------------------------- def actor=(actor) @actor = actor setup end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup if @actor != nil @character_name = $game_actors[@actor].character_name @character_index = $game_actors[@actor].character_index else @character_name = "" @character_index = 0 end @opacity = 255 @blend_type = 0 @priority_type = 0 end
#-------------------------------------------------------------------------- # * Screen Z #-------------------------------------------------------------------------- def screen_z if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z - 1 end super end #-------------------------------------------------------------------------- # * Same Position Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_here(triggers) result = false return result end #-------------------------------------------------------------------------- # * Front Envent Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_there(triggers) result = false return result end #-------------------------------------------------------------------------- # * Touch Event Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) result = false return result end end
class Spriteset_Map alias_method :spriteset_map_create_characters, :create_characters def create_characters spriteset_map_create_characters $game_party.followers.each do |char| @character_sprites << Sprite_Character.new(@viewport1, char) end end end
class Game_Party #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- MAX_SIZE = 8 CATERPILLAR = 2 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :followers #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias_method :trick_caterpillar_party_initialize, :initialize def initialize trick_caterpillar_party_initialize @followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)} @move_list = [] end #-------------------------------------------------------------------------- # * Update Followers #-------------------------------------------------------------------------- def update_followers flag = $game_player.transparent || $game_switches[CATERPILLAR] @followers.each_with_index do |char, i| char.actor = @actors[i + 1] char.move_speed = $game_player.move_speed if $game_player.dash? char.move_speed += 1 end char.update char.transparent = flag end end #-------------------------------------------------------------------------- # * Move To Party #-------------------------------------------------------------------------- def moveto_party(x, y) @followers.each {|char| char.moveto(x, y)} @move_list.clear end #-------------------------------------------------------------------------- # * Move Party #-------------------------------------------------------------------------- def move_party @move_list.each_index do |i| if @followers[i] == nil @move_list[i...@move_list.size] = nil next end case @move_list[i].type when 2 @followers[i].move_down(*@move_list[i].args) when 4 @followers[i].move_left(*@move_list[i].args) when 6 @followers[i].move_right(*@move_list[i].args) when 8 @followers[i].move_up(*@move_list[i].args) when 1 @followers[i].move_lower_left when 3 @followers[i].move_lower_right when 7 @followers[i].move_upper_left when 9 @followers[i].move_upper_right when 5 @followers[i].jump(*@move_list[i].args) end end end #-------------------------------------------------------------------------- # * Add Move List #-------------------------------------------------------------------------- def update_move(type, *args) move_party @move_list.unshift(Game_MoveListElement.new(type, args)) end end
class Game_MoveListElement #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(type, args) @type = type @args = args end #-------------------------------------------------------------------------- # * Type #-------------------------------------------------------------------------- def type return @type end #-------------------------------------------------------------------------- # * Args #-------------------------------------------------------------------------- def args return @args end end
class Game_Player #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :move_speed
#-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_update, :update def update $game_party.update_followers trick_caterpillar_player_update end #-------------------------------------------------------------------------- # * Moveto #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_moveto, :moveto def moveto(x, y) $game_party.moveto_party(x, y) trick_caterpillar_player_moveto(x, y) end #-------------------------------------------------------------------------- # * Move Down #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_down, :move_down def move_down(turn_enabled = true) if passable?(@x, @y+1) $game_party.update_move(2, turn_enabled) end trick_caterpillar_player_move_down(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_left, :move_left def move_left(turn_enabled = true) if passable?(@x-1, @y) $game_party.update_move(4, turn_enabled) end trick_caterpillar_player_move_left(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_right, :move_right def move_right(turn_enabled = true) if passable?(@x+1, @y) $game_party.update_move(6, turn_enabled) end trick_caterpillar_player_move_right(turn_enabled) end #-------------------------------------------------------------------------- # * Move Up #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_up, :move_up def move_up(turn_enabled = true) if passable?(@x, @y-1) $game_party.update_move(8, turn_enabled) end trick_caterpillar_player_move_up(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left def move_lower_left if passable?(@x - 1, @y) and passable?(@x, @y + 1) $game_party.update_move(1) end trick_caterpillar_player_move_lower_left end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right def move_lower_right if passable?(@x + 1, @y) and passable?(@x, @y + 1) $game_party.update_move(3) end trick_caterpillar_player_move_lower_right end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left def move_upper_left if passable?(@x - 1, @y) and passable?(@x, @y - 1) $game_party.update_move(7) end trick_caterpillar_player_move_upper_left end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right def move_upper_right if passable?(@x + 1, @y) and passable?(@x, @y - 1) $game_party.update_move(9) end trick_caterpillar_player_move_upper_right end #-------------------------------------------------------------------------- # * Jump #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_jump, :jump def jump(x_plus, y_plus) new_x = @x + x_plus new_y = @y + y_plus if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y) $game_party.update_move(5, x_plus, y_plus) end trick_caterpillar_player_jump(x_plus, y_plus) end end########### ########### ###########
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
So... where's the demo?
I'd suggest you to actually post it in the right section, Games Under Contruction. And don't forget to read the rules there, as simply posting a link will get the topic closed.
Like this one, in fact.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Things I am currently Learning: RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey.
Group: Member
Posts: 14
Type: Developer
RM Skill: Skilled
Nice script
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Remember remember the fifth of november, the gunpowder, treason and plot. I know of no reason why the gunpowder treason should ever be forgot. V for vendetta.
Check out my game when it is released, The valley of Gahl!
Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed
Hey, I don't suppose there's any way to make a quick addition to this script so that if you have say, a red slime and a blue slime, instead of the text reading: "Red Slime appeared! Blue Slime appeared!" you could put a tag in the red slime comment box that would change the text to read: "Red Slime and friends appeared!" or just "Red Slime appeared!"
This would be useful for bosses where you have multiple parts to the boss (say an arm or a leg) than can be attacked and destroyed (without the text reading dragon appeared! dragon right arm appeared! etc!"