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+ Disc Changer VX + custom tilesets per disc feature +, Have unlimited maps and almost unlimited tilesets! |
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Nov 29 2008, 08:58 AM
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Level 12

Group: Revolutionary
Posts: 196
Type: Event Designer
RM Skill: Skilled

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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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Nov 29 2008, 01:22 PM
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image master of doom

Group: Revolutionary
Posts: 603
Type: None
RM Skill: Undisclosed

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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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Nov 29 2008, 07:00 PM
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Random Wanderer

Group: Revolutionary
Posts: 157
Type: Scripter
RM Skill: Beginner

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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=42721.0Also, 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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I wander around the RPG Maker VX forums to help others in need... if I'm bothered.
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Dec 1 2008, 11:45 AM
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image master of doom

Group: Revolutionary
Posts: 603
Type: None
RM Skill: Undisclosed

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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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Dec 2 2008, 06:26 AM
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Level 1 / 0

Group: Revolutionary
Posts: 198
Type: Scripter
RM Skill: Masterful

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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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 Those who live by the sword, Die by the gun.
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Dec 2 2008, 02:30 PM
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Level 12

Group: Revolutionary
Posts: 196
Type: Event Designer
RM Skill: Skilled

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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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Dec 3 2008, 05:45 AM
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Level 1 / 0

Group: Revolutionary
Posts: 198
Type: Scripter
RM Skill: Masterful

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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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 Those who live by the sword, Die by the gun.
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Dec 3 2008, 08:56 PM
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Random Wanderer

Group: Revolutionary
Posts: 157
Type: Scripter
RM Skill: Beginner

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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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I wander around the RPG Maker VX forums to help others in need... if I'm bothered.
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Dec 4 2008, 01:51 AM
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Level 1 / 0

Group: Revolutionary
Posts: 198
Type: Scripter
RM Skill: Masterful

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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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 Those who live by the sword, Die by the gun.
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Dec 4 2008, 09:47 PM
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Random Wanderer

Group: Revolutionary
Posts: 157
Type: Scripter
RM Skill: Beginner

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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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I wander around the RPG Maker VX forums to help others in need... if I'm bothered.
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Dec 7 2008, 02:34 AM
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Random Wanderer

Group: Revolutionary
Posts: 157
Type: Scripter
RM Skill: Beginner

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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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I wander around the RPG Maker VX forums to help others in need... if I'm bothered.
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Dec 7 2008, 03:33 AM
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Level 5

Group: Member
Posts: 68
Type: Event Designer
RM Skill: Advanced

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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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