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MapSwitch E - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Event Systems Database (https://www.save-point.org/forum-38.html) +--- Thread: MapSwitch E (/thread-2203.html) |
MapSwitch E - PK8 - 07-04-2009 MapSwitch E
Version: Evented "port" of v2 Introduction This script is pretty much designed to help developers streamline their projects with great ease. Here's how the script works and try to bear with my sloppy attempt at an explanation. Okay so when a player enters a certain group of Map IDs, a particular switch would activate. When the player leaves one of those Map IDs, the switch that activated upon entering in the map would deactivate as well. Again, I think it's totally useful and it helps streamline your project a little bit. Alright, here's an example: How about marking which maps are "dungeons"? Whenever the player enters a map marked as a "dungeon", a switch would activate. Features
Screenshots Walk into an area and detect whether that area is light, dark, an exterior or an interior. There's your screenshot! [/Trickster] :P Demo ![]() ![]() Instructions Copy-paste the entire common event to your project. Depending on how far into development you are with your project, you should probably change the condition switch of the common event. FAQ Awaiting question. Compatibility Compatibility issues? *shrugs* Credits and Thanks I'd like to thank EJlol for helping me with stuff related to hashes. Author's Notes I made v1 (script) a year ago, mainly to give users (primarily eventers) a script which could help them out a little. Version 2 might not be much but it's a vast improvement over the first. Terms and Conditions Exclusive to RMVXPUniverse. Credit me, please? :3 |