11-10-2004, 01:00 PM
Memorize Location Script - Release 2
Dubealex
Nov 10 2004
Download the playable demo here:
Memorize_Location_Script.exe (Size: 400.5 KB / Downloads: 3)
NEW RELEASE #2 NOW AVAILABLE !
This is the first script I do alone, it's not an edit, I coded it entirely. So here's what it do:
Basic Features:
- Store the location of the player
- Store the location of any events on the map
- Store as many locations in memory as you want
- Recall an event to a location (new in release 2)
- A warp feature to teleport at specific location with script (new in release 2)
What data does it stores ?
-> Map ID
-> Map Name
-> X and Y coordinates on the map
-> Screen X and Screen Y viewed on screen
-> Facing Direction
-> Terrain ID of the tile where the location is
-> A keyname to name each location and refer to them
-> A full name for use in your story line if you want it (optional).
Extra features in the demo:
- An "Exit Warp" item that allows you to exit from a maze, warping you at the entrance you took to enter the maze.
- An item "Location Warp" used to memorize any location the player wants... It memorize the location where the player is when using the item; and when used again, the player is warped back at that location. (Aka like diablo.)
- A Rock that you can pull, and if you exit the map and come back, it will stays where you left it. (New in release 2)
Be sure to read the instructions on this post entirely.
The scripts you need:
PART 1/2:
Adding the save/load lines in order to save the location you did when saving a game.
Search for this line using the Search tool in the script editor in the class "Scene_Save":
This is the first line of a group of Marshal.dump lines; those that actually saves data in the save file. Under the last one, paste that new line for my script:
Then, go in the class "Scene_Load" and do the same trick, but search for the line:
This is once again the first line of a group of Marshal.load, that load data from the save files. So, once again, right under the last Marshal.load line, paste that one:
PART 2/2:
Adding the new Memorize Location code in the script editor.
All you need to do is add a new class before main named Memorize_Location. (Use "insert" or right click then "insert" to add a class.) And paste that code in it:
Dubealex
Nov 10 2004
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Download the playable demo here:
Memorize_Location_Script.exe (Size: 400.5 KB / Downloads: 3)
NEW RELEASE #2 NOW AVAILABLE !
This is the first script I do alone, it's not an edit, I coded it entirely. So here's what it do:
Basic Features:
- Store the location of the player
- Store the location of any events on the map
- Store as many locations in memory as you want
- Recall an event to a location (new in release 2)
- A warp feature to teleport at specific location with script (new in release 2)
What data does it stores ?
-> Map ID
-> Map Name
-> X and Y coordinates on the map
-> Screen X and Screen Y viewed on screen
-> Facing Direction
-> Terrain ID of the tile where the location is
-> A keyname to name each location and refer to them
-> A full name for use in your story line if you want it (optional).
Extra features in the demo:
- An "Exit Warp" item that allows you to exit from a maze, warping you at the entrance you took to enter the maze.
- An item "Location Warp" used to memorize any location the player wants... It memorize the location where the player is when using the item; and when used again, the player is warped back at that location. (Aka like diablo.)
- A Rock that you can pull, and if you exit the map and come back, it will stays where you left it. (New in release 2)
Be sure to read the instructions on this post entirely.
The scripts you need:
PART 1/2:
Adding the save/load lines in order to save the location you did when saving a game.
Search for this line using the Search tool in the script editor in the class "Scene_Save":
Code:
Marshal.dump($game_system, file)
This is the first line of a group of Marshal.dump lines; those that actually saves data in the save file. Under the last one, paste that new line for my script:
Code:
Marshal.dump($MemLocation, file)
Then, go in the class "Scene_Load" and do the same trick, but search for the line:
Code:
$game_system = Marshal.load(file)
This is once again the first line of a group of Marshal.load, that load data from the save files. So, once again, right under the last Marshal.load line, paste that one:
Code:
$MemLocation = Marshal.load(file)
PART 2/2:
Adding the new Memorize Location code in the script editor.
All you need to do is add a new class before main named Memorize_Location. (Use "insert" or right click then "insert" to add a class.) And paste that code in it:
Code:
#===================================================
# ■ Memorize Location Script R2 - created by dubealex
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# -> Real/Screen coordinates fixed.
# -> Screen X/Y added.
#
# November 26, 2004
#===================================================
#===================================================
# ▼ CLASS Store_Location Begins
#===================================================
class Store_Location
attr_accessor :x
attr_accessor :y
attr_accessor :rx
attr_accessor :ry
attr_accessor :sx
attr_accessor :sy
attr_accessor :facing
attr_accessor :mapID
attr_accessor :mapName
attr_accessor :name
attr_accessor :keyname
attr_accessor :terrain
def initialize(x, y, rx, ry, sx, sy, facing, mapID, mapName, name, keyname, terrain)
@x= x
@y= y
@rx= rx
@ry= ry
@sx=sx
@sy=sy
@facing= facing
@mapID= mapID
@mapName= mapName
@name= name
@keyname= keyname
@terrain= terrain
end
end
#===================================================
# ▲ CLASS Store_Location Ends
#===================================================
#===================================================
# ▼ CLASS MemLocation Begins
#===================================================
class MemLocation
def initialize(keyname, name, event)
@name= name
@keyname= keyname
@event = event
if event <= 0
x= $game_player.x
y= $game_player.y
rx= $game_player.real_x
ry= $game_player.real_y
sx= $game_player.screen_x
sy=$game_player.screen_y
facing= $game_player.direction
mapID= $game_map.map_id
mapName= $game_map.name
terrain= $game_map.terrain_tag(x, y)
$MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
self
elsif event >= 0
x= $game_map.events[event].x
y= $game_map.events[event].y
rx= $game_map.events[event].real_x
ry= $game_map.events[event].real_y
sx= $game_map.events[event].screen_x
sy=$game_map.events[event].screen_y
facing= $game_map.events[event].direction
mapID= $game_map.map_id
mapName= $game_map.name
terrain= $game_map.terrain_tag(x, y)
$MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
self
end
end
def [](name)
$MemLocation[keyname]
end
end
#===================================================
# ▲ CLASS MemLocation Ends
#===================================================
#===================================================
# ▼ CLASS RecallLocation Begins
#===================================================
class RecallLocation
def initialize(keyname, facing)
if $MemLocation.has_key?(keyname)
$game_map.setup($MemLocation[keyname].mapID)
$game_player.moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
case facing
when -1
case $MemLocation[keyname].facing
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
Graphics.freeze
$game_temp.transition_processing = true
$game_map.autoplay
$scene = Scene_Map.new
$game_temp.transition_processing = false
Graphics.frame_reset
else
print "This location does not exist yet in memory."
print "Use 'Conditional Branches' in your event to bypass this error."
print "Read the full instruction manual on RMXP.DUBEALEX.COM"
end
end
end
#===================================================
# ▲ CLASS RecallLocation Ends
#===================================================
#===================================================
# ▼ CLASS Warp Begins
#===================================================
class Warp
def initialize(mapID, x, y, facing)
$game_map.setup(mapID)
$game_player.moveto(x, y)
case facing
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
Graphics.freeze
$game_temp.transition_processing = true
$game_map.autoplay
$scene = Scene_Map.new
$game_temp.transition_processing = false
Graphics.frame_reset
end
end
#===================================================
# ▲ CLASS Warp Ends
#===================================================
#===================================================
# ▼ CLASS RecallEvent Begins
#===================================================
class RecallEvent
def initialize(keyname, event)
if $MemLocation.has_key?(keyname)
$game_map.events[event].moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
else
print "This location does not exist yet in memory."
print "Use 'Conditional Branches' in your event to bypass this error."
print "Read the full instruction manual on RMXP.DUBEALEX.COM"
end
end
end
#===================================================
# ▲ CLASS RecallEvent Ends
#===================================================
#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================
#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
$MemLocation = Hash.new
#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================
Instruction Manual