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Zerbu Engine - Extra Starting Position Option (from title screen)

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Extra Starting Position Option

ExtraStartingPosition.png

 

Introduction

This script adds an extra "New Game" type option to the menu that allows you to specify a different starting location. This is good for creating playable tutorials.

 

Instructions

Edit the option near the top of the script to set the starting position, and change the name for the option.

 

Script

 

 

#============================================================================
# Zerbu Engine - Extra Starting Position Option
#----------------------------------------------------------------------------
# This script adds an extra "New Game" type option to the menu that allows you
# to specify a different starting location. This is good for creating
# playable tutorials.
#============================================================================

#============================================================================
# (module) ZE_Extra_Starting_Position_Option
#============================================================================
module ZE_Extra_Starting_Position_Option
 ZE_ESPO = {
#------------------------------------------------------------------------
# Options
#------------------------------------------------------------------------
# This is the text that will appear on the title screen.
#------------------------------------------------------------------------
:NAME => "Tutorial",
#------------------------------------------------------------------------
# This is the number for the map the player should start on when the
# extra option is selected.
#------------------------------------------------------------------------
:MAP => 3,
#------------------------------------------------------------------------
# This is the X and Y position the player should start at when the
# extra option is selected.
#------------------------------------------------------------------------
:MAP_X => 0,
:MAP_Y => 0,
 }
end

#============================================================================
# Window_TitleCommand
#============================================================================
class Window_TitleCommand
 include ZE_Extra_Starting_Position_Option
 #--------------------------------------------------------------------------
 # alias method: make_command_list
 #--------------------------------------------------------------------------
 alias ze_espo_make_command_list make_command_list
 def make_command_list
#---
ze_espo_make_command_list
add_command(ZE_ESPO[:NAME], :espo)
#---
 end
end

#============================================================================
# Scene_Title
#============================================================================
class Scene_Title
 include ZE_Extra_Starting_Position_Option
 #--------------------------------------------------------------------------
 # alias method: create_command_window
 #--------------------------------------------------------------------------
 alias ze_espo_create_command_window create_command_window
 def create_command_window
#---
ze_espo_create_command_window
@command_window.set_handler(:espo, method(:command_espo))
#---
 end

 #--------------------------------------------------------------------------
 # new method: command_espo
 #--------------------------------------------------------------------------
 def command_espo
#---
DataManager.create_game_objects
#---
$game_party.setup_starting_members
#---
$game_map.setup(ZE_ESPO[:MAP])
#---
$game_player.moveto(ZE_ESPO[:MAP_X], ZE_ESPO[:MAP_Y])
$game_player.refresh
#---
Graphics.frame_count = 0
#---
close_command_window
fadeout_all
#---
$game_map.autoplay
#---
SceneManager.goto(Scene_Map)
#---
 end
end

 

 

Edited by Zerbu

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Hey this neat and all but is it really nessicary to alias the make_command_list etc? Just curious :)

Thanks ;) and yeah I did that in case there were other scripts that used those.

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Hey this neat and all but is it really nessicary to alias the make_command_list etc? Just curious :)

It's generally better for public scripts to use alias. Overwriting an entire definition causes incompatibility elsewhere.

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Imagine the possibilites of this... Amazing indeed.

 

Just a question: Is there a possibility to make more than one extra option?

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Imagine the possibilites of this... Amazing indeed.

 

Just a question: Is there a possibility to make more than one extra option?

Sorry it's not possible with the script alone, but if you want I could post a tutorial on how you could manually edit it to add more than one option.

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Yet another question.

 

Is it possible to have, for example, mini games or maybe even another game that you can play that has an effect on the main game.

 

So, you have your main game and there is a cave that is blocked off by rocks.

The 'mini game' is in the past and you play as an explosives expert, you blow up the rocks and then in the main game, the entry is now open to travel... Is that an option?

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Yet another question.

 

Is it possible to have, for example, mini games or maybe even another game that you can play that has an effect on the main game.

 

So, you have your main game and there is a cave that is blocked off by rocks.

The 'mini game' is in the past and you play as an explosives expert, you blow up the rocks and then in the main game, the entry is now open to travel... Is that an option?

 

Could you elaborate? You might could do that with switches, if you tell me more detail. I have a time traveling project I worked on a while back, and every little thing you did altered something in the future. And you could travel between the two. I used many switches, and variables.

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Yet another question.

 

Is it possible to have, for example, mini games or maybe even another game that you can play that has an effect on the main game.

 

So, you have your main game and there is a cave that is blocked off by rocks.

The 'mini game' is in the past and you play as an explosives expert, you blow up the rocks and then in the main game, the entry is now open to travel... Is that an option?

 

Could you elaborate? You might could do that with switches, if you tell me more detail. I have a time traveling project I worked on a while back, and every little thing you did altered something in the future. And you could travel between the two. I used many switches, and variables.

 

Actually, you refined my question for me. Switches. If you play the Extra option, can you have it so any switches or variables you change during it will still be On/Off with the main game.

Main Game= You are a lone warrior, traveling the wastes helping set right many injustices. You happen across a ghost town and use your 'Gem of Wishes' to try to help this town...

Extra Option= A menu appears of wishes you have made, one of them is Ghost Town. You are someone back in the past and if you complete a series of mini games within 1 hour, then the town will survive through the years and you have a new place to go. Nobody knows what you did, but hey.

 

So I guess I am wondering if there is a save method that just saves switch positions and variables... different topic, methinks.

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^ I second his notion. This would work great as an Extras feature that carries you to scene/item/music galleries, etc. Global switches would be needed or something so.

 

EDIT: This post may be deleted. I just came across the aqua version which is superior to this earlier version, lol. Don't think this feature is available in the aqua version though, lol.

Edited by Rinku

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