Dekita 99 Posted May 16, 2013 $D13x Teleport Dekita Introduction This script enables a reasonably animated teleportation scene. Each teleport location can cost gold. Easy script calls to add/remove each teleport location and disable/enable each available teleport location. This script also replicates the "Search" feature from FF10. This feature allows the player to "search" the map for specific co-ordinates, if certain co-ordinates are found it will activate/enable a new location. Screenshots How to Use Place Below "Materials" and above "Main". Place images in Graphics\\System folder. Demo No Demo yet...Script + Images LINK Credit and Thanks- Dekita / DekitaRPG 2 Share this post Link to post Share on other sites
Caveras 40 Posted May 16, 2013 (edited) Sweet! Just mentioning that I got two errors, though: 1. for the Deki_Help.new help window line (changing this to = Window_Help.new fixes it), 2. for the draw_de_icon line (changing this to draw_icon and removing an argument before the "true" at the end fixes it). I guess that's because I don't use the Core Script? But it works with the changes, so no worries. Edited May 16, 2013 by Caveras Share this post Link to post Share on other sites
Radiant Arin 412 Posted May 16, 2013 What is the maximum size limit (pixels) you can use for "Teleport Map", just for the case we don't want to use the snapshot already provided and want to make our own Overworld? I tried testing with a 8000x4800 map but didn't get anything back. Share this post Link to post Share on other sites
Caveras 40 Posted May 16, 2013 (edited) What is the maximum size limit (pixels) you can use for "Teleport Map", just for the case we don't want to use the snapshot already provided and want to make our own Overworld? I tried testing with a 8000x4800 map but didn't get anything back.My guess would be the maximum size is the size of the image you use for your map, or rather the size of the window it appears in. Since the window for the image itself is described in the script (line 510 has margin values, more declarations come up at about line 650 and following), you probably are limited to the 396x284 pixels of the default image (or 492x348 pixels when your game uses 640x480 resolution and thus scales the window and image up) without modifications. Simply using a larger map image won't yield other results. Edited May 16, 2013 by Caveras Share this post Link to post Share on other sites
Dekita 99 Posted May 17, 2013 Just mentioning that I got two errors, though: 1. for the Deki_Help.new help window line (changing this to = Window_Help.new fixes it), 2. for the draw_de_icon line (changing this to draw_icon and removing an argument before the "true" at the end fixes it). I guess that's because I don't use the Core Script? But it works with the changes, so no worries. Yep, i forgot to add that it requires the core script, i updated it to add some more features (like hiding newly found locations name (???) ) and fixed the requirement info. i would advise updating and adding the core script, so the help window dont go off the screen What is the maximum size limit (pixels) you can use for "Teleport Map", just for the case we don't want to use the snapshot already provided and want to make our own Overworld? I tried testing with a 8000x4800 map but didn't get anything back. As Caveras mentioned , it depends on the window size , which in turn , depends on the screen resolution you are using. default max size would be 396 x 284 492 * 348 would be the max if using the max screen resolution (640x480) if your map is "too big" it will simply cut off the larger parts. Share this post Link to post Share on other sites
Dekita 99 Posted May 21, 2013 Small update for this script to allow more flexibility and make it easier to add new teleport id's Also enabled the ability for each location to have its own map image. Share this post Link to post Share on other sites
FleshRenderStudios 21 Posted May 30, 2013 One of my favorite feature's from FF X beside's the arena and the sphere grid at least anyway Good Job Dektia this is pretty sweet (Now where can I change the resolution hmmm :-S) Share this post Link to post Share on other sites
Dekita 99 Posted May 30, 2013 Width = 640 Height = 420 Graphics.resize_screen(Width, Height) Place that code into a script page to resize the screen, however, on certain maps you may notices sprites jumping around like they are on acid or something... i recommend using Yanflys core Engine, that can resize your screen and make your sprites go into rehab and not use acid 1 Share this post Link to post Share on other sites
UndeadGamez 0 Posted April 25 (edited) I keep getting an error at So what do i do about it? UPDATE: I figured it out. where can i get the teleport selector image? Edited April 25 by UndeadGamez Update Share this post Link to post Share on other sites
roninator2 257 Posted April 25 From the master demo https://www.mediafire.com/file/dv0uusf6trenj5r/%24D13x_Master_Demo.rar/file Share this post Link to post Share on other sites