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> + Disc Changer VX + custom tilesets per disc feature +, Have unlimited maps and almost unlimited tilesets!
omegazion
post Dec 7 2008, 06:55 PM
Post #41


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I don't know Azuaya, but it is already working for me.
Here is the edited version of dargors map name script:

CODE
#==============================================================================
# ** Map Name Popup
#------------------------------------------------------------------------------
#  © Dargor, 2008
#  11/05/08
#  Version 1.5
#------------------------------------------------------------------------------
#  VERSION HISTORY:
#   - 1.0 (06/03/08), Initial release
#   - 1.1 (19/03/08), Added support for areas
#   - 1.2 (26/04/08), Added revert exclusion option
#   - 1.3 (11/05/08), Script restructuration
#   - 1.4 (11/05/08), Added support for enabling/disabling popups
#   - 1.5 (11/05/08), Added 'show' functions
#------------------------------------------------------------------------------
#  INSTRUCTIONS:
#   - Paste this above main
#   - Edit the Exclude_Maps array in the Map_Name_Popup module
#   - Edit the Exclude_Areas array in the Map_Name_Popup module
#==============================================================================

#==============================================================================
#  ** Map Name Popup Configuration
#==============================================================================

module Map_Name_Popup
  # These maps will not popup the name window
  Exclude_Maps = []
  # These areas will not popup the name window
  Exclude_Areas = []
  # Revert exclusion
  Revert_Exclusion = false
end

#==============================================================================
# ** RPG::Area
#------------------------------------------------------------------------------
#  Data class for areas.
#==============================================================================

class RPG::Area
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :show_name
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_vx_area_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    dargor_vx_area_initialize
    @show_name = false
  end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :map_name_disabled
  attr_accessor :area_name_disabled
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_vx_map_name_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    dargor_vx_map_name_initialize
    @map_name_disabled = false
    @area_name_disabled = false
  end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Area ID
  #--------------------------------------------------------------------------
  def area_id
    for area in $data_areas.values
      return area.id if in_area?(area)
    end
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :show_name
  #--------------------------------------------------------------------------
  # Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_map_name_window_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
  def setup(map_id)
    dargor_map_name_window_setup(map_id)
    @show_name = true
  end
  #--------------------------------------------------------------------------
  # * Get Map ID
  #--------------------------------------------------------------------------
  def name
    map_infos = load_data(sprintf("Data/%sMapInfos.rvdata", $game_system.disc))
    name = map_infos[@map_id].name
    name.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
    return name
  end
end

class Scene_Map < Scene_Base
  def show_map_name(forced=false)
    $game_map.show_name = true
    @spriteset.show_map_name(forced=false)
  end
  def show_area_name(forced=false)
    @spriteset.show_area_name(forced=false)
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_spriteset_name_window_initialize initialize
  alias dargor_spriteset_name_window_update update
  alias dargor_spriteset_name_window_dispose dispose
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    create_windows
    dargor_spriteset_name_window_initialize
    update
  end
  #--------------------------------------------------------------------------
  # * Create Windows
  #--------------------------------------------------------------------------
  def create_windows
    @map_name_window = Window_MapName.new
    @area_name_window = Window_MapName.new
  end
  #--------------------------------------------------------------------------
  # * Show Map Name
  #--------------------------------------------------------------------------
  def show_map_name(forced=false)
    unless forced
      return if $game_system.map_name_disabled
    end
    if $game_map.show_name
      @map_name_window.show_name($game_map.name, 128)
    end
  end
  #--------------------------------------------------------------------------
  # * Show Area Name
  #--------------------------------------------------------------------------
  def show_area_name(forced=false)
    unless forced
      return if $game_system.area_name_disabled
    end
    for area in $data_areas.values
      if $game_player.in_area?(area) and area.show_name
        if Map_Name_Popup::Revert_Exclusion
          return unless Map_Name_Popup::Exclude_Areas.include?(area.id)
        else
          return if Map_Name_Popup::Exclude_Areas.include?(area.id)
        end
        @area_name_window.show_name(area.name, 128, true)
        area.show_name = false
      else
        area.show_name = true unless $game_player.in_area?(area)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    dargor_spriteset_name_window_update
    show_map_name
    show_area_name
    @map_name_window.update
    @area_name_window.update
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    dargor_spriteset_name_window_dispose
    @map_name_window.dispose
    @area_name_window.dispose
  end
end

#==============================================================================
# ** Window_MapName
#------------------------------------------------------------------------------
#  This window shows the map name when the player is transfered.
#==============================================================================

class Window_MapName < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(name="", count=128)
    super(0, 0, 544, 64)
    self.visible = false
    self.openness = 0
    @name = name
    @count = count
    @in_area = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    #return unless $game_map.display_name
    self.visible = true
    self.contents.clear
    self.contents.font.color = normal_color
    align = @in_area ? 0 : 1
    self.contents.draw_text(0,0,504,32,@name,align)
    gw = contents.text_size(@name).width
    gc1 = Color.new(255,255,255)
    gc2 = Color.new(0,0,0,0)
    self.contents.gradient_fill_rect(0, WLH, gw, 2, gc1, gc2) if @in_area
    $game_map.show_name = false
  end
  #--------------------------------------------------------------------------
  # * Show Name
  #--------------------------------------------------------------------------
  def show_name(name=@name, count=@count, in_area=false)
    unless in_area
      return if $game_map.show_name == false
    end
    if Map_Name_Popup::Revert_Exclusion
      return unless Map_Name_Popup::Exclude_Maps.include?($game_map.map_id)
    else
      return if Map_Name_Popup::Exclude_Maps.include?($game_map.map_id)
    end
    @name = name
    @count = count
    @in_area = in_area
    if @in_area
      self.openness = 255
      self.opacity = 0
      self.contents_opacity = 0
      self.y = 352
    else
      self.openness = 0
      self.opacity = 255
      self.contents_opacity = 255
      self.y = 0
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    unless $scene.is_a?(Scene_Map)
      self.visible = false
      return
    end
    if self.visible
      if @count == 0
        if @in_area
          self.contents_opacity -= 24
          self.visible = false if self.contents_opacity == 0
          return
        else
          self.openness -= 24
          self.visible = false if self.openness == 0
          return
        end
      end
      if @in_area
        self.contents_opacity += 24
      else
        self.openness += 24
      end
      @count -= 1
    end
  end
end


Put it below the disc changer script.

@Stilleas: What happens if you transfer to disc 2 without having different transitions from disc 1 to disc 0?


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ShinAlcatraz
post Dec 7 2008, 08:19 PM
Post #42


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it looks unbelievable i'll test it out, but, what for a script? that above my post or the first post @_@


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Azuaya
post Dec 7 2008, 11:16 PM
Post #43


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@omegazion:
Oh my god, so sorry it actually works ever since you've shown me to replace that line. However the thing that gave me that problem is when I'm transferring from a map that I have made it not show the map name (it's included in the Excluded_Maps array) therefore when I transfer from disc 0 to disc 1, it gave me that error, no method "name" etc etc.

Hopefully still, if you can or I will ask Dargor instead, may you help fix this problem? If so, thanks a lot. Sorry for all your trouble and thanks for helping me still.


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Galandil
post Jan 3 2009, 10:10 AM
Post #44



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Hello, I already love the script here, trust me, it makes my game (Which is a very very very big project) possible. However, I was thinking maybe for an alternative idea to add to the script is the possibility to change "Enemies" accordingly on discs or just one or two. The enemy list limit is at 999, just like maps but... probably alot of people gasping now but, what if its possible to use the same ID, which goes from 1-999 but change the enemies with the list. It would save me some work in making few enemies per area, and it would probably be of great use to those who are in my situation. What really annoys me is that the "Troops" limit is also 999 which makes having 999 enemies roughly means having all of one single batch. If this is possible for this script, I'd be delighted, don't be to rude on me now, as my project is actully pretty big happy.gif

Galandil laugh.gif
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Zeriab
post Jan 3 2009, 11:33 AM
Post #45


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I believe woratana made a script which allows you to do what you want. You will be able to have the extra troops and etc in the database and be able to modify them. His technique didn't work on maps which is the reason for this script.


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Galandil
post Jan 4 2009, 12:23 PM
Post #46



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Thanks for the responce Zeriab, eh, mind posting me a link? it would be very appreciated ^-^
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masterx
post Apr 22 2009, 12:33 PM
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I realy need this script


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twilight1300
post Apr 22 2009, 12:41 PM
Post #48


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I believe that script is in the Script List.
Underneath System enhancements.
I would link it but im usure how O.o


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cr4200
post May 4 2009, 02:32 PM
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I think this script is true genius.
It will alow me to have like two different worlds/time periods for my game which is AWESOME.
And even better, It's compatible with KGC's TileExtension, YES!!! (Atleast so far)
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Woden
post May 19 2009, 02:58 PM
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Congratulations to your script, it's really great. I only have a request to make to you: Can you, please, make the game load a 'Animations.rvdata' file specific from every disc.It will be of great use to me, thank you already,I hope you may help me with it huh.gif
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livpj11
post Aug 5 2009, 07:41 PM
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I know this is an old thread but I was hoping to get some help with this script. I am able to change discs just fine and carry over custom tilesets. However the game is pulling passage settings from the original game instead of the disc1 folder. I have both the mapinfos and system files saved in the same folder as the maps and tilesets. Anyone have any idea what the problem is?


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platipus
post Aug 23 2009, 01:18 AM
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any word from this script actually working 100% on sum1s game? i'm about to try it but idk how it will go.


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livpj11
post Aug 23 2009, 07:50 AM
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QUOTE (platipus @ Aug 23 2009, 03:18 AM) *
any word from this script actually working 100% on sum1s game? i'm about to try it but idk how it will go.


I have it working with only one bug. I am using GUBiD's tactical battle system. His system by default does not pull the tilesets or passage settings from other discs. If you aren't going to do that then it should work just fine for you.


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Fearoftheunknown
post Sep 3 2009, 04:39 PM
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Perhaps you would wish to include a chariable donation of your t
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Trying out now


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raven00
post Sep 30 2009, 07:56 PM
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Hello mine works fine only has one bug, when your into the disc-folder map (tilesets) dont change please help im using SBS 3.3c really need more tilesets in maps for gaming,

thank you.

This post has been edited by raven00: Sep 30 2009, 07:59 PM


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Sakaniprod
post Dec 14 2009, 02:49 PM
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If you have scripts on the main area besides this do you need to put them on the other disc to make them still be there?
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Dark Dragon 998
post Sep 10 2010, 07:00 PM
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I am going to try this I am a new member my game will be almost a year long! laugh.gif

Nice will use for my game!


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AlanFletcher
post Jan 24 2012, 02:16 PM
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this is an amazing script well done
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