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Animebryan

Script for Random Generating Dungeons

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*snuggles you* Awww sorry for your bad luck... hope you find ways to have fun somehow though!

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Thanks. I better find something to do, or else I'll end up going stir-crazy being cooped up in my apartment 24/7.

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I'm using KilloZapit's version.

 

I'm having a similar problem as the guy above - I copied all the scripts from your game, but for some reason, the autotile updating is taking place when the map itself loads, but not after the dungeon has been generated, leaving the entire map filled with the shift-click versions of everything (makes the ceilings walkable).

 

Also, I'm finding that the previous map's tiles are staying loaded onto the new map (when teleported to a map that uses your generator). It's a pain in the butt. Do I need to store the variables of where I'm going, and send you to a dummy map first? I see in the demo the presence of a dummy map, but I don't see it have any events or anything suggesting its use.

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The dummy map is there because I couldn't figure out how to force the map to reload 100% correctly. I use a common event to teleport me to the dummy map and back when changing floors. I am not sure about the autotile problem. I only call my autotile script in Dungeon Terrain during setup_dungeon_terrain right after it generates the terrain.

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So, is it possible to make it so that you can use the mini map and random dungeon generator script without the enemy movement script? I tried not adding the script and it gives me an error almost right away. Added the enemy movement script and everything works like normal. I use falcao's pearl system so I need the enemies to move around on their own. Is it possible to disable the enemy movement script without running into an error from the random dungeon generator script? It's really the only problem I have with this thing. I'd appreciate any help with this.

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