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I mean I would like to use that script as the "Load Stage" command but since I'm a complete newbie, I don't even know how to add that command into your "Simple Title" script :(

 

So you want the player to use this as a lvl selector? am i right?

Edited by Virus

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ummm the site for the script is down could someone plz put up a new link thank you

~Naota

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---

 

Upcoming features

  • The option to limit the teleporting to an item of your choice. (i.e you need to have a teleport stone in order to teleport etc)
  • And probably more!

 

---

 

I'll see about using it when that stone thing is added, that'll be really cool!^_^

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Just a question.
How big/small does the picture has to be to fit?
Or it probably just doesn't matter how big/small it is?

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How about a script call to to teleport?

Or an item that teleports you to specific location?

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Yeah those are also good ideas. Might consider them when I have the time to update this script.

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Great script! But I was wondering how to erase the pictures from screen. When I teleport, the pictures from the previous map are still displayed.

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Hmm, that shouldn't happen. Are you perhaps using other scripts that are not compatible with my script? Please show me a list of what type of scripts you have. I am going to update this script pretty soon and if I find out that there is a bug I will fix it of course but I am pretty sure it should remove those pictures when you teleport.

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No other scripts...

The thing is I'm calling the teleport-menu from my title screen. Maybe that's the cause?

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report1b.png

 

I get this error just trying to open the menu through a script call using the original script un-edited...

 

report2ex.png

 

I get this error trying to add a teleport through script call, tp(1, :add, true)

 

I tried editing the teleports section to add in my own teleports and it gives me another error about empty?

 

Could be I do not know exactly what to do, like what is the :symbol for? Do I put in anything there like :padona for Padona teleport?

 

Also map_image is called from where? Pictures folder?

 

Please note my game holds a lot of other scripts and I put this at the bottom of them all and I really need this script so I hope with help I can get this to run ^.^ Great script btw just hope to get it to work.

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Having just added the script tonight I feel for you.

 

Okay, the script to add is

tp(0, :add)

 

replace the 0 with the number that corresponds with the id's later on in the code.

 

You HAVE to add before you can access the teleporter properly.

 

Did you change the  TP_INFO to fit your teleport location.  I changed mine to this.

TP_INFO_1 = "This is your vault in the Witch Bank in Witch Country."

 

Next you need to make sure that there are map images -you have to create your own- in the picture folder in the graphics folder of your game.

 

That being said then you edit the existing locations like so.

 

TP_LIST[0] = ['My Vault', :world_map,  92, [13,9], "my_vault.png", TP_INFO_1, true, nil]

 

I added the location 0 so this is the info for location 0.  It's called My Vault in the teleporter location log.  I have no idea what the world map thing changes so I left that be.  The 92, is the id of the map, the 13,9 is the x,y of where you teleport to.  The my_vault.png is the image I use for my map.  The TP_Info_1 tells it to use the first info line's data, true means it's active and enabled.  And the nill is where you can put the icon's index number for this location.  I have mine set to nil for right now because I'm not ready to set that up.

 

I had to figure out all this on my own tonight.

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Can You Upload a demo...................plz

Juste copy past and use the script call that is all.(remove the pic calls in the script may cause crash if you do not have them)

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It keeps sending me to the wrong place no matter how many times I change the coordinates. Maybe I'm doing it wrong?

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Do you have the location added to your teleport que and active?

Do you have the map number correct?

Are you using the right set of numbers as coordinates?

Are you putting them in the right place?

Are you putting them in the right order?

 

For example:

 

I have two teleport stones in one room.  The map number is 101, the map is 31x27 but the location of the teleport spots are 3,15 and 27,15. 

 

The lines of script IN the script that makes it understand that look like this:

    TP_LIST[0] = ['Left', :world_map,  101, [3,15], "left.png", TP_INFO_1, true, nil]
    TP_LIST[1] = ['Right',  :world_map,  101, [27,15],"right.png", TP_INFO_2, true, nil]
 

But each location has to have something like

 

Event 001  - set to event touch- script: tp(0, :add)

and then self switch a is activated so that the event goes nuetral.

 

That adds the event INTO your teleport que.

 

Then when you click on the stone in front of you, it brings up script: SceneManager.call(Scene_Teleport)

 

Does this help you at all?

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Hello, i just started rpg maker vx ace i used to have fun with rm2k3 back in the days but i never really got the script part of things. i added the script and i can load the script through an event or an item but i can't add any locations i keep getting errors. maybe im not reading something right but when i try and add a location do i just type tp(1,  :add) in script call and it will add the location the event is on? i think i just dont get the command i need to add to my event to make it give me the teleport location. but just calling the script it tells me i have no teleport locations yet. thanks for any help.

 

 

Edit: Sorry i figured out i had to add the locations manually. Amazing script btw... thanks !

Edited by xmod

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Is there a small modification I could make in the script to make it impossible to cancel your way out of the menu? As in, once you've opened the scene, you HAVE to choose a location to teleport to?

 

EDIT: Nevermind! Got it! Anyone else wishing to do this should simply comment out (add a # before the code) on the following line:

@command_window.set_handler(:cancel, method(:return_scene))

That's in the method named:

def create_tp_command_window
Edited by William C

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Re-Edit:

 

I need assistance in either inserting Common Events into this script before and after the teleport... Or simply need assistance in doing what I'd like to do. I figured out a majority of the bugs I was having with this script on my own, but I'm still unsure how to get this script to do exactly what I want. (I sort of almost have it by using events and the script, but it's still not perfect.)

 

This is how my teleporting works in my game, or rather, how I want it to perform.

 

-Press event to bring up the menu.

-Select destination

-Menu exits, series of events occur the show my character teleporting out via a mix of animation and transparency.

-Wait 2 seconds.

-Show new map and wait 1 second.

-Teleport in with transparency off and animation.

 

I have this somewhat on my own... But I'm having trouble figuring out how to add a wait via scripts or a way to have the 1st part occur after the menu.

 

Again, any help would be appreciated.

Edited by IceSage

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While I've been fumbling around with this script lately, I noticed a bug that was pointed out from a previous user but somehow other users haven't complained about?

 

I noticed if you don't add the teleport locations in order, it gives an error if you attempt to add one out of order.

 

For example, say I have 3 teleport locations. IDs are 0, 1 and 2.

 

I want to simply add Teleport Location 2.

 

I use:

tp(2, :add);
tp_enable(2, true);
Unless I do this:
 
tp(0, :add);
tp_enable(0, true);
tp(1, :add);
tp_enable(1, true);
tp(2, :add);
tp_enable(2, true);

I'm faced with this:

 

Game_interpreter NoMethodError, undefined method `[]' for Nil:Class

 

This was pointed out by thantis in post #17.

 

While I'm still stalking this thread for a reply to my previous concerns, I thought it would be best to bring this up as it seems like a serious bug and not intended for the spirit of the script. The script should allow you to add and remove locations in any order, should it not?

 
Also, from Khaliid in post #38 he had pointed out "pictures not disappearing." I believe he was referring to one of my original issues that I corrected myself, in which the background sprite created for the scene wasn't properly removed. I ended up manually putting some @background_sprite.dispose in def "terminate" and def "command_map" and it did the trick. I barely understand RGSSx scripting and this seemed to do the trick. (Not sure if there was an easier way?)
    
Edited by IceSage

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