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> Munkis' Event Dependant Travel System...
munkis
post Jan 3 2011, 11:55 AM
Post #1


Woah, dude...
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Group: Revolutionary
Posts: 197
Type: Writer
RM Skill: Intermediate




Munkis' Event Dependant Travel System

Version: 4.5
Author: munkis
Release Date: 01/03/2011


Exclusive Script at RPG RPG Revolution


Introduction
Easy-to-use, feature-rich travel system.

Features
Nearly every aspect of this script can be changed from within the config module, to the point where you can re-purpose it to do (almost) whatever you want.

Script
Munkis' Event Dependant Travel System
CODE
#------------------------------------------------------------------------------
#  * Munkis' Event Dependant Travel System V 4.5
#  * Made by munkis
#  * Basically I got bored one weekend and decided to write this.
#  •”•••••••••••—
#  •‘ FEATURES •‘
#  •š•••••••••••
#  * 99% Compatible; uses 4 custom classes, internally overwrites the
#    draw_currency_value method of Window_Base, so this script will need to go
#    under other scripts that change the curency symbol.  Even then, I can't
#    guarantee compatability.
#  * 90% Plug & Play; You'll need to use images; also requires modern_algebra's
#    paragraph formatter.  It's also a pretty good idea to use zeriab's fixed
#    font algorithm (makes the text look neater), but it isn't required per se.
#  * In-depth cinfiguration module; nearly every aspect of this script can be
#    changed from within the configuration module, so there's no need to do any
#    other edits that may make the script blow computer chips in your face;D
#  * You can call this script with: $scene = Munkis_Travel.new
#  * If you want to edit this, you'll need to be a passable scripter and
#    eventer, as this script will activate different in-game switches depending
#    on what choice you select.  Just make a new event page and have it look
#    for the switch  to be "ON" and put whatever travel related eventing stuff
#    you want there.  As for the scripting part, if you want to have more (or
#    less) than the 7 choices this script comes with, there are several parts
#    of this script that will need to be changed to make it work properly.  You
#    have been warned.
#  * V 1.0: Initial Release
#  * V 2.0: Added ability to show\hide all windows except for command window.
#    Can also determine wether or not the currency symbol gets changed.
#  * V 3.0: Crammed all but three variables into arrays.  Added ability to
#    resize all windows from config module.
#  * V 3.5: n00bfix; some of the information in Window_Picture didn't update
#    properly.  Didn't remember to change the array indexes that were looked
#    for in the different "when x" blocks.
#  * V 4.0: Full implementation of arrays (no more bulky "case" blocks); also
#    added second page of information to Window_Text.  You can change what
#    button is used to flip pages in the config module, as well as toggle its
#    appearance.  This should be the final update to the script.
#  * V 4.1: Removed sound effect from config module, as it made things sound
#    bad, I thought (changing the sound played to "cursor" would just make it
#    make a "double-clicking"-like sound).  You still can change the button
#    used for flipping pages from the config module, however.  Also fixed a bug
#    where nil was somehow being passed as an invalid argument.
#  * V 4.11: The choice window now scrolls when you add more commands than can
#    fit in the window.
#  * V 4.5: Made the INFO_TEXT_ARRAY easier to edit for long strings.
#------------------------------------------------------------------------------

#[module]
module MNK_Travel_Choice
  #----------------------------------------------------------------------------
  # * Set the switches to be used by the event here.
  #----------------------------------------------------------------------------

  CHOICE_SWITCHES = [1,2,3,4,5,6,7]

  #----------------------------------------------------------------------------
  # * Change the in-game variable used to determine travel cost here.
  #----------------------------------------------------------------------------

  COST_VARIABLES = [1,2,3,4,5,6,7]

  #----------------------------------------------------------------------------
  # * Set the choice text here.
  #----------------------------------------------------------------------------

  CHOICE_TEXT_ARRAY = ["Island 1","Island 2","Island 3","Island 4","Island 5","Island 6","Island 7","Stay Here."]

  #----------------------------------------------------------------------------
  # * Change the Information Window text here.
  #----------------------------------------------------------------------------

  #The strings shouldn't be longer than 225 characters (including spaces)
  #because the information window doesn't scroll.  It probably never will, so
  #don't ask.

  INFO_TEXT_ARRAY = []
  
  INFO_TEXT_ARRAY[0] = ["This is the island you start on in the demo.."]
  
  INFO_TEXT_ARRAY[1] = ["DAMN it's cold!"]

  INFO_TEXT_ARRAY[2] = ["Lots of mountains; a climber's dream."]
  
  INFO_TEXT_ARRAY[3] = ["The sand gets into EVERYWHERE!"]
  
  INFO_TEXT_ARRAY[4] = ["Damn it's cold!"]
  
  INFO_TEXT_ARRAY[5] = ["Gotta love swamps... unless you have allergies, then they're hell :)"]
  
  INFO_TEXT_ARRAY[6] = ["This place is so beautiful, I couldn't find a picture for it :)"]
  
  INFO_TEXT_ARRAY[7] = ["Stay here."]
  
  #Use "" for no battler pic.

  PAGE_2_BATTLER_PICS = ["Slime","Bat","Hornet","Spider","Rat","Willowisp","Snake"]

  #Setting this to true will move the text over to make room for the batler pic.

  PAGE_2_BATTLER_SHOWN = true

  #What level should the character be before they go to a particular area?

  PAGE_2_LEVELS = [5,10,15,20,25,30,35]

  #Change the in-game switches used to determine wether or not the player has
  #been to an area previously here.

  PAGE_2_VISITED_SWITCHES = [8,9,10,11,12,13,14]

  #Change the pageflip button used when you flip pages in Window_Text.  Using
  #(Input::C) or (Input::B) isn't recommended.

  INFO_PAGEFLIP_COMMAND = (Input::A)

  #----------------------------------------------------------------------------
  # * Change the Static Window message here.
  #----------------------------------------------------------------------------

  STATIC_MESSAGE = "Where ye headed?"

  #----------------------------------------------------------------------------
  # * Travel choice window sizing is handled here.  The first two numbers in
  #   the array cannot be zero or negative.  The second two can be zero or
  #   negative, however.
  #----------------------------------------------------------------------------

  #CHOICE_WINDOW_DIM = [width, height, columns, center_x, center_y]

  CHOICE_WINDOW_DIM = [544,104,3,0,315]

  #----------------------------------------------------------------------------
  # * All the pretty graphical stuff happens here.
  #----------------------------------------------------------------------------

  #Change the gold window properites here.
  #GOLD_WINDOW = [icon, x, y]

  GOLD_WINDOW = [147,384,0]

  #Change the pictures used in the Location Window here.  Use "" for none.  The
  #pictures should be 240 X 184, depending on the size of the window.  Put the
  #pictures you're going to use in the Graphics\Pictures folder.

  LOCATION_PICTURE_ARRAY = ["Castle","Woods","Mine","Desert","Snowfield","Swamp","Beach"]

  #Change the in-game variable used to indicate where you are here.

  CURRENT_LOCATION_VARIABLE = 8

  #Change the text tag used in Window_Picture to indicate where you are here.

  CURRENT_LOCATION_TEXT = "[Current Location]"

  #Change the properties of the Location window contents here.
  #PICTURE_WINDOW_PROPERTIES = [picture_width, picture_height, picture_position_x, picture_position_y, text_and_icon_position_x, text_and_icon_position_y]

  PICTURE_WINDOW_PROPERTIES = [240,184,0,0,0,20]

  #Toggle the windows and wether or not the gold icon is changed here.
  #You can also toggle page 2 of Window_Text here.
  #WINDOW_TOGGLES = [gold window, picture window, text window, static window, gold icon, text window page 2]

  WINDOW_TOGGLES = [true,true,true,true,false,true]

  #Change other window sizes here.
  #WINDOW_<whatever>_DIM = [top_corner_x, top_corner_y, bottom_corner_x, bottom_corner_y]

  WINDOW_STATIC_DIM = [0,0,385,56]
  WINDOW_PICTURE_DIM = [0,56,272,257]
  WINDOW_TEXT_DIM = [272,56,272,257]

end
#[/module]

#------------------------------------------------------------------------------
# * This draws the Static window.
#------------------------------------------------------------------------------

class Window_Static < Window_Base
  def initialize
    if MNK_Travel_Choice::WINDOW_TOGGLES[3] == true
      super(MNK_Travel_Choice::WINDOW_STATIC_DIM[0],MNK_Travel_Choice::WINDOW_STATIC_DIM[1],MNK_Travel_Choice::WINDOW_STATIC_DIM[2],MNK_Travel_Choice::WINDOW_STATIC_DIM[3])
      self.contents.draw_paragraph (MNK_Travel_Choice::WINDOW_STATIC_DIM[0], MNK_Travel_Choice::WINDOW_STATIC_DIM[1], MNK_Travel_Choice::WINDOW_STATIC_DIM[2], MNK_Travel_Choice::WINDOW_STATIC_DIM[3], MNK_Travel_Choice::STATIC_MESSAGE)
    end
  end
end

#------------------------------------------------------------------------------
# * This draws the Location window.
#------------------------------------------------------------------------------

class Window_Picture < Window_Base
  def initialize
    if MNK_Travel_Choice::WINDOW_TOGGLES[1] == true
      super(MNK_Travel_Choice::WINDOW_PICTURE_DIM[0], MNK_Travel_Choice::WINDOW_PICTURE_DIM[1], MNK_Travel_Choice::WINDOW_PICTURE_DIM[2], MNK_Travel_Choice::WINDOW_PICTURE_DIM[3])
    end
  end
  def refresh(window_contents)
    if MNK_Travel_Choice::WINDOW_TOGGLES[1] == true
      self.contents.clear
      bitmap = Cache.picture(MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents]) unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      rect = Rect.new(0, 0, 0, 0)
      rect.x = MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[2]
      rect.y = MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[3]
      rect.width = MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[0]
      rect.height = MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[1]
      self.contents.blt(x, y, bitmap, rect) unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      bitmap.dispose unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      self.contents.draw_text(MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[4], MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[5], self.width, WLH, "Cost to travel:") unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      self.draw_icon(MNK_Travel_Choice::GOLD_WINDOW[0], MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[4] + 128, MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[5]) unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      self.contents.draw_text(MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[4], MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[5] - 20, self.width, WLH, MNK_Travel_Choice::CHOICE_TEXT_ARRAY[window_contents]) unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      self.contents.draw_text(MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[4] + 160, MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[5], self.width, WLH, $game_variables[MNK_Travel_Choice::COST_VARIABLES[window_contents]])unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == window_contents + 1
        self.contents.draw_text(MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[4] + 80, MNK_Travel_Choice::PICTURE_WINDOW_PROPERTIES[5] - 20, self.width, WLH, MNK_Travel_Choice::CURRENT_LOCATION_TEXT) unless MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] == nil
      end
    end
  end
end

#------------------------------------------------------------------------------
# * This draws the Information window.
#------------------------------------------------------------------------------

class Window_Text < Window_Base
  def initialize
    if MNK_Travel_Choice::WINDOW_TOGGLES[2] == true
      super(MNK_Travel_Choice::WINDOW_TEXT_DIM[0], MNK_Travel_Choice::WINDOW_TEXT_DIM[1], MNK_Travel_Choice::WINDOW_TEXT_DIM[2], MNK_Travel_Choice::WINDOW_TEXT_DIM[3])
      @page_1 = true
    end
  end
  def refresh(window_contents)
  if MNK_Travel_Choice::WINDOW_TOGGLES[2] == true
    self.contents.clear
    if MNK_Travel_Choice::WINDOW_TOGGLES[5] == true
      if Input.trigger?(MNK_Travel_Choice::INFO_PAGEFLIP_COMMAND) and @page_1 == true
        if MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] != nil
          Sound.play_cursor
          @page_1 = false
        else
          Sound.play_buzzer
        end
      elsif Input.trigger?(MNK_Travel_Choice::INFO_PAGEFLIP_COMMAND) and @page_1 == false
        if MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] != nil
          Sound.play_cursor
          @page_1 = true
        else
          Sound.play_buzzer
        end
      elsif Input.trigger?(Input.dir4) and @page_1 == false
        @page_1 = true
      end
    end
      if @page_1 == true
        self.contents.draw_paragraph (0, 0, 240, 257, MNK_Travel_Choice::INFO_TEXT_ARRAY[window_contents])
      elsif @page_1 == false
        if MNK_Travel_Choice::PAGE_2_BATTLER_SHOWN == true
          bitmap = Cache.battler(MNK_Travel_Choice::PAGE_2_BATTLER_PICS[window_contents], 0)
          bw = bitmap.width < 160 ? (160 - bitmap.width) / 2 : 0
          bh = contents.height - bitmap.height
          self.contents.blt(bw - 32, bh - 15, bitmap, bitmap.rect)
          bitmap.dispose
          self.contents.draw_text (70, 0, 240, 25, "Monsters:")
          self.contents.draw_text (160, 0, 240, 25, MNK_Travel_Choice::PAGE_2_BATTLER_PICS[window_contents])
          self.contents.draw_text (70, 20, 240, 25, "Recommended")
          self.contents.draw_text (70, 40, 240, 25, "Character Level:")
          self.contents.draw_text (215, 40, 240, 25, MNK_Travel_Choice::PAGE_2_LEVELS[window_contents])
          self.contents.draw_text (70, 60, 240, 25, "Area Visited:")
          if MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] != nil
            if $game_switches[MNK_Travel_Choice::PAGE_2_VISITED_SWITCHES[window_contents]] == true
              self.contents.draw_text (185, 60, 240, 25, "YES")
            else
              self.contents.draw_text (185, 60, 240, 25, "NO")
            end
          end
        else
          self.contents.draw_text (0, 0, 240, 25, "Monsters:")
          self.contents.draw_text (90, 0, 240, 25, MNK_Travel_Choice::PAGE_2_BATTLER_PICS[window_contents])
          self.contents.draw_text (0, 20, 240, 25, "Recommended Character")
          self.contents.draw_text (0, 40, 240, 25, "Level:")
          self.contents.draw_text (55, 40, 240, 25, MNK_Travel_Choice::PAGE_2_LEVELS[window_contents])
          self.contents.draw_text (0, 60, 240, 25, "Area Visited:")
          if MNK_Travel_Choice::LOCATION_PICTURE_ARRAY[window_contents] != nil
            if $game_switches[MNK_Travel_Choice::PAGE_2_VISITED_SWITCHES[window_contents]] == true
              self.contents.draw_text (115, 60, 240, 25, "YES")
            else
              self.contents.draw_text (115, 60, 240, 25, "NO")
            end
          end
        end
      end
    else
      self.contents.draw_paragraph (0, 0, 240, 257, MNK_Travel_Choice::INFO_TEXT_ARRAY[window_contents])
    end
  end
end

#------------------------------------------------------------------------------
# * This changes the currency symbol in the gold window to match the icon
#   used in Window_Picture if CHANGE_GOLD_ICON == true.
#------------------------------------------------------------------------------
  
class Window_Base
  def draw_currency_value(value, x, y, width)
    if MNK_Travel_Choice::WINDOW_TOGGLES[4] == true
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, width, WLH, value, 2)
      draw_icon(MNK_Travel_Choice::GOLD_WINDOW[0], x, y)
    else
      cx = contents.text_size(Vocab::gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2)
    end
  end
end

#------------------------------------------------------------------------------
# * This draws the Travel Choices menu.
#------------------------------------------------------------------------------

class Munkis_Travel < Scene_Base
  #----------------------------------------------------------------------------
  # * Start processing
  #----------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    if MNK_Travel_Choice::WINDOW_TOGGLES[0] == true
      @gold_window = Window_Gold.new(MNK_Travel_Choice::GOLD_WINDOW[1], MNK_Travel_Choice::GOLD_WINDOW[2])
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[1] == true
      @picturewindow = Window_Picture.new()
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[2] == true
      @textwindow = Window_Text.new()
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[3] == true
      @staticwindow = Window_Static.new()
    end
  end
  #----------------------------------------------------------------------------
  # * Post-Start Processing
  #----------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #----------------------------------------------------------------------------
  # * Pre-termination Processing
  #----------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #----------------------------------------------------------------------------
  # * Termination Processing
  #----------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    dispose_menu_background
    if MNK_Travel_Choice::WINDOW_TOGGLES[0] == true
      @gold_window.dispose
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[1] == true
      @picturewindow.dispose
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[2] == true
      @textwindow.dispose
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[3] == true
      @staticwindow.dispose
    end
  end
  #----------------------------------------------------------------------------
  # * Return to Original Screen
  #----------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Map.new
  end
  #----------------------------------------------------------------------------
  # * Frame Update
  #----------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    if MNK_Travel_Choice::WINDOW_TOGGLES[0] == true
      @gold_window.refresh
    end
    if @window_contents != @command_window.index
      @window_contents = @command_window.index
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[1] == true
      @picturewindow.refresh(@window_contents)
    end
    if MNK_Travel_Choice::WINDOW_TOGGLES[2] == true
      @textwindow.refresh(@window_contents)
    end
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0
        choice_1
      when 1
        choice_2
      when 2
        choice_3
      when 3
        choice_4
      when 4
        choice_5
      when 5
        choice_6
      when 6
        choice_7
      when 7
        cancel
      end
    end
  end
  #----------------------------------------------------------------------------
  # * Update Background for Menu Screen
  #----------------------------------------------------------------------------
  def update_menu_background
    super
    @menuback_sprite.tone.set(0, 0, 0, 128)
  end
  #----------------------------------------------------------------------------
  # * Create Command Window
  #----------------------------------------------------------------------------
  def create_command_window
    s1 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[0]
    s2 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[1]
    s3 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[2]
    s4 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[3]
    s5 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[4]
    s6 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[5]
    s7 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[6]
    s8 = MNK_Travel_Choice::CHOICE_TEXT_ARRAY[7]
    @command_window = Window_Command.new(MNK_Travel_Choice::CHOICE_WINDOW_DIM[0], [s1, s2, s3, s4, s5, s6, s7, s8], MNK_Travel_Choice::CHOICE_WINDOW_DIM[2])
    @command_window.x = (544 - @command_window.width + MNK_Travel_Choice::CHOICE_WINDOW_DIM[3]) / 2
    @command_window.y = (416 - @command_window.height + MNK_Travel_Choice::CHOICE_WINDOW_DIM[4]) / 2
    @command_window.openness = 0
    @command_window.height = MNK_Travel_Choice::CHOICE_WINDOW_DIM[1]
  end
  #----------------------------------------------------------------------------
  # * Dispose of Choice Window
  #----------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #----------------------------------------------------------------------------
  # * Open Choice Window
  #----------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #----------------------------------------------------------------------------
  # * Close Choice Window
  #----------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #----------------------------------------------------------------------------
  # * The choices are executed here
  #----------------------------------------------------------------------------
  def choice_1
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[0]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 1
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_2
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[1]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 2
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_3
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[2]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 3
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_4
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[3]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 4
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_5
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[4]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 5
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_6
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[5]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 6
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def choice_7
    $game_switches[MNK_Travel_Choice::CHOICE_SWITCHES[6]] = true
    if $game_variables[MNK_Travel_Choice::CURRENT_LOCATION_VARIABLE] == 7
      Sound.play_buzzer
      return_scene
    else
      Sound.play_decision
      return_scene
    end
  end
  def cancel
    Sound.play_decision
    return_scene
  end
end


Customization
In-depth cinfiguration module; nearly every aspect of this script can be changed from within the configuration module, so there's no need to do any other edits that may make the script blow computer chips in your face happy.gif You can call this script with: $scene = Munkis_Travel.new The script uses in-game switches to activate the different pages of the event the script is called in, so the actual transferring of players is kept simple. Just remember to set the condition of the event page to look for the switch to be ON.

Compatibility
99% Compatible; uses 4 custom classes, internally overwrites the draw_currency_value method of Window_Base, so this script will need to go under other scripts that change the curency symbol. Even then, I can't guarantee compatability.

Screenshot


DEMO
http://www.mediafire.com/?zzlzmmljhyj

(the script in the demo is out-dated, but the structure of the events is still valid. The demo also includes images.)

Installation
Place in MATERIALS, above MAIN.

FAQ
Q: ZOMG teh scriptz doesn't werk!!!
A: First of all, be more specific. Second, all reports typed in chat-speak or 1337-speak will be ignored.

Terms and Conditions
I don't mind this script being posted or linked on other sites AS LONG AS YOU GIVE CREDIT!!! Same goes for using this in your project. Contact me if you want to use this in a commercial project.

Credits
Credit goes to me for the script. I don't remember who made the images included in the demo.

This post has been edited by munkis: Nov 5 2011, 05:42 PM


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