+ Disc Changer VX + custom tilesets per disc feature +, Have unlimited maps and almost unlimited tilesets! |
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Dec 7 2008, 06:55 PM
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Level 1 / 0

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

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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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 Those who live by the sword, Die by the gun.
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Dec 7 2008, 08:19 PM
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Level 8

Group: Revolutionary
Posts: 126
Type: Scripter
RM Skill: Advanced

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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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Ps: My girlfriend is a good many times in my Account, so please don't be confused when I "sound" like a girl :)  Aeternum Kafkaesk - Runen von Asgard (Runes of Asgard) Story: 43% Scripts: 94% Mapping: 31% Events: 33% Others: 85% Demo Status: 0.26
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Jan 3 2009, 10:10 AM
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Group: Member
Posts: 3
Type: Event Designer
RM Skill: Masterful

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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 Galandil
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Jan 4 2009, 12:23 PM
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Group: Member
Posts: 3
Type: Event Designer
RM Skill: Masterful

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Thanks for the responce Zeriab, eh, mind posting me a link? it would be very appreciated ^-^
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Aug 5 2009, 07:41 PM
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Rise of Aden

Group: Revolutionary
Posts: 312
Type: Developer
RM Skill: Intermediate

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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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Aug 23 2009, 01:18 AM
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Level 11

Group: Revolutionary
Posts: 191
Type: Event Designer
RM Skill: Skilled

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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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using xp now and will continue to until a better rpg maker
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Aug 23 2009, 07:50 AM
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Rise of Aden

Group: Revolutionary
Posts: 312
Type: Developer
RM Skill: Intermediate

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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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Sep 10 2010, 07:00 PM
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Group: Banned
Posts: 0
Type: None
RM Skill: Undisclosed

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I am going to try this I am a new member my game will be almost a year long!  Nice will use for my game! Please don't double post, or necropost. - Posts Merged ~ Regashi
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