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Region Map Loader


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#1 Fomar0153

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Posted 06 May 2012 - 07:26 PM

Region Map Loader
by Fomar0153

Introduction
This script allows you to load sections of your map (defined by regions) from another map and control it with switches. My main use for this is that I wanted player actions to affect their home town.

Video


How to Use
Instructions are on my blog.

Script
The latest version of the script can be found on my blog:
http://cobbtocs.co.uk/wp/?p=334

FAQ
No questions asked.

Credit and Thanks
Fomar0153

Author's Notes
As long as I'm credited you can edit this script and use it in your games (commercial use allowed).
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#2 Rift

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Posted 07 May 2012 - 02:11 AM

Wow, a phasing system?! :blink: Absolutely brilliant, maybe even essential. I will try this out as soon as time permits. Thanks Fomar, I'll give some feedback after I've given it a good testing! :D

#3 Gadwin

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Posted 07 May 2012 - 09:51 AM

Wow this is very useful.I think in can be used as a world map script or a decoration script and many more ^^ thx for this one.

#4 DDay

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Posted 07 May 2012 - 02:20 PM

Nice that you made this but you could do this just with events and a switch or variable. But guess it dose cut down on time.

Edited by DDay, 07 May 2012 - 02:29 PM.


#5 FenixFyreX

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Posted 07 May 2012 - 09:22 PM

Fomar, nice job :D I was gonna write one like this myself eventually, but never got around to it. :P

@DDay - I would love to see an example. Unless you use script calls, you really can't do this via events (I mean you CAN, using pictures, but then you can't really interact with the phased areas and you have events everywhere and :x)...he is modifying the map data sent to the map's drawing class Tilemap...events simply can't do that without a bit of scripting or script calls involved.

#6 DDay

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Posted 07 May 2012 - 10:32 PM

I can show you I think i can do it I will do it tomorrow after work I will be going to sleep now.

not saying it will need some custom work but I can see it doable.

What I will have to do make house normally and destructed and make custom sets so I can put it into event. Hey I said it was faster.

Edited by DDay, 07 May 2012 - 10:42 PM.


#7 DDay

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Posted 09 May 2012 - 05:43 PM

@DDay - I would love to see an example.


I will DP since I figured you would look faster.



:)

#8 FenixFyreX

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Posted 09 May 2012 - 09:53 PM

DDay, please do not double post within 3 days. This is a verbal warning. Thanks :)

Good job, I commend you :D Eventing for the win. Not practical, but definitely doable. However, its limited, and we could go in to detail about it all day, but I know that you understand, like you said in the movie.

@Fomar - You should implement a couple more features, like;

- Events within said region will be copied.
- Events with -NOCLONE- comment will not be cloned.
- a variable above that determines whether or not regions are copied; user-editing is never a good thing.

Have a nice day :)

#9 Bird Eater

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Posted 10 May 2012 - 10:30 AM

Fomar, why do you always create scripts that I have an immediate use for? It's just unfair of you to be so awesome while others aren't, such as I...

#10 Fomar0153

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Posted 10 May 2012 - 12:13 PM

@Fomar - You should implement a couple more features, like;

- Events within said region will be copied.
- Events with -NOCLONE- comment will not be cloned.
- a variable above that determines whether or not regions are copied; user-editing is never a good thing.

Have a nice day :)


I got enough grief with people arguing how my Clone Events script worked. Not going through that again.
I don't quite get what you mean with the variable and user-editing?
If you meant for the same region to have multiple possibilities that's already possible.
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#11 FenixFyreX

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Posted 10 May 2012 - 12:42 PM

No, no, I saw this in your script:
# Shadows and regions are stored in the same variable
# If you can't bring yourself to copy regions then add
# % 256 to the end of the next line

You should just have a constant at the top letting them decide that instead of them having to edit the script.

#12 Fomar0153

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Posted 10 May 2012 - 05:28 PM

No, no, I saw this in your script:

# Shadows and regions are stored in the same variable
# If you can't bring yourself to copy regions then add
# % 256 to the end of the next line

You should just have a constant at the top letting them decide that instead of them having to edit the script.


Ah that's what you were getting at. I spent a fair bit of time working out how shadows were stored so I couldn't resist putting in a comment of some description.
Though I have to disagree I like users editing scripts, I think it helps build their confidence with scripting which might be all they need to get started.
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#13 The Infamous Bon Bon

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Posted 11 May 2012 - 03:00 AM

I have to say I agree with Fomar here. Doing user edits got me to start paying more attention to script language and has improved my eventing because of it.

Normally this is hard because not all scripter are willing to help you out, but Fomar and some others are usually pretty good about helping people with things.

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#14 jomarcenter

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Posted 26 May 2012 - 04:29 AM

look like another not yet released feature in my game will come true...
called custom houses....
woot...

check out my Main blog: http://jomarcenter.wordpress.com/ and also my game blog http://jomarcentergames.wordpress.com/ and like the official jomarcenter facebook fan page: http://www.facebook.com/jomarcenterfp My youtube channel: http://www.youtube.c...ser/jomarcenter My twitter https://twitter.com/jomarcenter

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#15 Azarael

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Posted 31 March 2013 - 08:38 PM

Hey, Fomar. Quick question for you, because this script looks insanely useful and I would really love to use it in my first project. Do you know whether or not it's compatible with the scripts found here: http://yanflychannel...ress.com/rmvxa/ ? Much as I love the idea of this script, there is so much Yanfly did that I am going to be using that I HAVE to rule this one out if there are compatibility issues. Thanks for any info you may have on the topic.


Has anyone ever noticed that 'smartass' and 'dumbass' are practically synonyms in the English language? Shouldn't they be OPPOSITES?!


#16 joeyhugg

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Posted 31 March 2013 - 08:45 PM

So, in theory, this could be used for things like, buying furniture and upgrading houses in a hub town? The ideas are flowing...



#17 Shaz

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Posted 31 March 2013 - 08:47 PM

It's a REALLY simple looking script. Why not just pop it into your project and see if it works? Would be easy to remove if it doesn't.

#18 joeyhugg

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Posted 31 March 2013 - 08:55 PM

I'm just bursting with examples for this script, too bad my game wouldn't have a use for this... But one day...



#19 Azarael

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Posted 31 March 2013 - 09:03 PM

@Shaz: To be honest, because scripts in general make me a little nervous. Like many people who don't understand programming, it smacks of high-powered techno-sorcery to me. And if you knew nothing about magic, and someone came up to you and gave you a powerful grimmoire (assuming, of course, one dwelt in a reality in which magic was real), you wouldn't just start $%^&ing around with random spells, would you? Of course not. You might blow yourself up, or something even more horrifying. The possibilities for bad stuff would be literally endless. That's how playing around with scripts looks to me... I want to know VERY WELL what I can expect to happen before I start toying with forces that I don't understand.


Has anyone ever noticed that 'smartass' and 'dumbass' are practically synonyms in the English language? Shouldn't they be OPPOSITES?!


#20 Tsukihime

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Posted 31 March 2013 - 09:22 PM

As a user, you just need to check whether your game crashed or not. If it crashes, then it isn't compatible. Maybe submit a bug report to help the dev out, but that's as much as you would need to do with regards to the script.

I don't expect users to figure out how to fix code, for example, though some devs feel it is better for users to dig right into it.

As for compatibility with hundreds of scripts that is an unreasonable request, especially since there is no incentive.
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