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> + Disc Changer VX + custom tilesets per disc feature +, Have unlimited maps and almost unlimited tilesets!
Zeriab
post Nov 29 2008, 08:58 AM
Post #21


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From the players point of view there is no difference what-so-ever.
The benefit of the new version is entirely structural. It's easier to remember what the various discs are when you can give them arbitrary folder names. (It came from the idea of structuring areas as discs)
You can have extra projects which you call the same as the folders. Then just copy-paste over to the right 'disc' folder.
You can still do so with this script. It just become easier and quicker to remember which project goes where, which in turn decreases synchronization time and thus gives more time for the developers to work on the actual game.
Another difference is that $game_system.disc now contains the name of the folder rather than the disc number. This reduces the complexity of reading from the right folder since you don't need a disc_number => folder_name conversion.
If you for example have a map name location or so you can copy-paste the MapInfos.rxdata along with the map files into the various folders.
CODE
load_data(sprintf("Data/%sMapInfos.rxdata", $game_system.disc))


@onidsouza:
The + means there have to be at least one number.
You can read my tutorial on Regular Expressions if you are still confused about what it means: http://www.rpgrevolution.com/forums/index.php?showtopic=6871

*hugs*
- Zeriab


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Ninjuit
post Nov 29 2008, 09:01 AM
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So are you saying I can use this script and there is no change to how I make my games? Besides the map transfers?

Btw this is a great script and I'm thinking of using it in Blade's End.


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onidsouza
post Nov 29 2008, 01:22 PM
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QUOTE (omegazion @ Nov 29 2008, 07:07 AM) *
@onidsouza: I told you you shouldn't have changed it.
the empty? built-in method is a string method which checks if a string has 0 length.. like ""
I see you're not much familiar with regular expressions
/([0-9])+/
0 - 9 matches any digit, while the plus sign means it can match up to any number of digits, so it's syntactically unlimited

@Twilight27: Sorry i didn't separate the words, It's supposed to be map ids. A script example would be Dervvulfan's battlebacks, Since they depend on map ids to work.

@Azuaya: That is an example of scripts that use map ids. The script-fix would be that script specific. Mind posting that script here?

@Zeriab: lol, those features really weren't needed in XP, Anyway Ill get to that new script soon.


Well, thanks i understand that number thing now, but i still an getting error in your script, even without changing, i am using the original and i still am getting the same error. VX already comes with empty? method? i Did not get what you was trying to say. Thanks


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Azuaya
post Nov 29 2008, 07:00 PM
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Well the script i'm using is Dargor's and hopefully this ain't advertisement.
http://www.rmxp.org/forums/index.php?topic=42721.0

Also, i'm just using version 1.0 of his script since I don't need the area to be shown unless further adjustment. Anyhow, hopefully I'm not advertising or anything like that, just yea as a reference.


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Stilleas
post Nov 29 2008, 07:02 PM
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@onidsouza: I had the same issue at first, but when i start a new game it plays fine. This script may just be incompatible with already existing save files. At least, that's how I took it.
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onidsouza
post Dec 1 2008, 11:45 AM
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QUOTE (Stilleas @ Nov 30 2008, 01:02 AM) *
@onidsouza: I had the same issue at first, but when i start a new game it plays fine. This script may just be incompatible with already existing save files. At least, that's how I took it.

Thanks it works for me now!


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omegazion
post Dec 2 2008, 06:26 AM
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@Zeriab: Hmm... Good point, I didn't see it that way. Anyway..Uhm.. Is this right?
CODE
disc += '/' unless disc[-1] = 47

instead of disc[-1] "==" 47

@Twilight27: Thank you for noting that! I'll put that up in the first post

New Version Update!
You can now name the disc folders in any way you want!



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Stilleas
post Dec 2 2008, 07:57 AM
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By the way, I think I forgot to include a thanks in my last post. It took me some playing to get it to work right (mostly due to my own incompetence with scripts, probably), but now that I have it working, this script will help make my maps look MUCH better. Good job, and thank you! ^^
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Zeriab
post Dec 2 2008, 02:30 PM
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That would have an different effect since you set disc[-1] to 47 rather than check if disc[-1] is equal to 47.
The new version looks nice. Good job ^^

*hugs*
- Zeriab

QUOTE (omegazion @ Dec 2 2008, 06:26 AM) *
@Zeriab: Hmm... Good point, I didn't see it that way. Anyway..Uhm.. Is this right?
CODE
disc += '/' unless disc[-1] = 47

instead of disc[-1] "==" 47

@Twilight27: Thank you for noting that! I'll put that up in the first post

New Version Update!
You can now name the disc folders in any way you want!



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Kolid
post Dec 2 2008, 03:42 PM
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Just curious, but is there a limit to the number of discs you can have? I didn't look over the script completely yet, but I was just wondering, because I was thinking of having about 10-15 different discs with different tilesets.


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omegazion
post Dec 3 2008, 05:45 AM
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@Stilleas: I'm glad you liked it. Don't forget to credit Zeriab and/or me!

@Zeriab: That was what I saw in your code.

@Kolid: Technically Infinite. Amazing right?

@Azuaya: I think I know how to fix that mapname stuff:
First of, save the mapinfos.rvdata file of the disc in the disc folder of your project. Then, after that, find this in the party name script:
CODE
load_data("Data/MapInfos.rvdata")

replace that with:
CODE
load_data(sprintf("Data/%MapInfos.rvdata", $game_system.disc))


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Azuaya
post Dec 3 2008, 08:56 PM
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isn't it meant to be:
CODE
load_data(sprintf("Data/MapInfos.rvdata", $game_systsem.disc))

instead? because it gave out:
CODE
Script 'Map Name Popup [VX]' line 59: NoMethodError occured.
malformed format string - %M

anyway, it gave an error when i changed it to the code above:
CODE
Script 'Map Name Popup [VX]' line 60: NoMethodError occured.
undefined method 'name' for nil:NilClass


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omegazion
post Dec 4 2008, 01:51 AM
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oh sorry, I forgot to put an s after %. it's supposed to be:
CODE
load_data(sprintf("Data/%sMapInfos.rvdata", $game_system.disc))



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Zeriab
post Dec 4 2008, 08:58 AM
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That's an error in my version. Thanks for spotting it ^^


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Azuaya
post Dec 4 2008, 09:47 PM
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Hmm, sorry to keep bothering you with the Map Name Pop-up error, well after I've changed it, it still gives off the second error:
CODE
Script 'Map Name Popup [VX]' line 60: NoMethodError occured.
undefined method 'name' for nil:NilClass


Oh by the way, was I meant to put this script above the Map Name Pop-up or below it? Because currently I've left it below the Map Name Pop-up.

This post has been edited by Azuaya: Dec 4 2008, 09:53 PM


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omegazion
post Dec 5 2008, 10:01 PM
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Above.
Wait a minute... Did you download the most recent version?


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Stilleas
post Dec 6 2008, 05:35 PM
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I'm having a funny little issue. I already have several transitions between discs 0 and 1, but when i go to 2 the screen fades out and in (like in a transfer) twice instead of just once. Like, it fades, comes back with me loaded on the proper map, but then goes black and restores again for no reason. Nothing can stop this, either. I've tried to hide it by using fade screen and by using a giant black picture, but to no avail. Oddly, I can transfer straight back to disc 0 like normal.

It doesn't really hurt the playability of my game, but it sure is odd. And it looks bizarre.
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omegazion
post Dec 7 2008, 01:13 AM
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Hm... That is pretty weird. I have no idea. Did you have a transfer event after changing disc?


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Azuaya
post Dec 7 2008, 02:34 AM
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QUOTE (omegazion @ Dec 6 2008, 05:01 PM) *
Above.
Wait a minute... Did you download the most recent version?

As in your script or Dargor's script? If yours, yes, and I'd still get the same error. As for Dargor's script, I'll update it probably tomorrow, and see what happens.


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Stilleas
post Dec 7 2008, 03:33 AM
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QUOTE (omegazion @ Dec 7 2008, 03:13 AM) *
Hm... That is pretty weird. I have no idea. Did you have a transfer event after changing disc?

Nope. The transfer goes something like:

CODE
@>:Script: change_disc(2, x, y, z)
@>:Play BGM: BGM a
@>:Play BGS: BGS b

That's all. It's identical on both sides, except for the variables within the script call and which BGM/BGS it plays. For some reason, it plays more like this, though:

CODE
@>:Script: change_disc(2, x, y, z)
@>:Play BGM: BGM a
@>:Play BGS: BGS b
@>:Fade Screen
@>:Show Screen

Weird, right? XD
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