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- Nov 12, 2015
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Hey everyone! I've mostly ported a script I made for my upcoming game Res Judicata (commercial release), that creates a World Map system over top of the Map scene. The port now mostly uses events and switches, variables, which is okay, but I know I'm not the only one who would benefit from a complete world map solution. I'd like to get this done as a plugin, so other projects can benefit as well. I've checked the forums, there is no plugin like this in development.
Many of the ideas for the port came from the excellent post suggestions of Tommy Gun.
Illustrations
Super Mario RPG World Map
The old system (RMXP)
Features
All reference code is up. I want to clarify that this is not a *port* request but a *new plugin* request; in other words, my scripts are to give ideas for development rather than direct it.
Thank you for your time, and I look forward to hearing from you sexy script maestros. I could arrange a small cash prize for completion over PayPal or *******.
OldMapSys.zip
portedMapSys.zip
REPORT
I am undertaking my own script request. Please see:
If you are interested in following development. Once it is completed and properly tested, I'll be posting it in the JS Release forums.
Many of the ideas for the port came from the excellent post suggestions of Tommy Gun.
Illustrations
Super Mario RPG World Map
The old system (RMXP)
Features
- When entering the World Map, the player appears at the node appropriate for the map calling the WM (basically store last map variable, parse notetag for WM location ID). So if the player exit the cliffs area, the player would appear at the cliffs node on the world map.
- Restricted player input: the player may only move between unlocked world map nodes (currently using Yanfly_RegionRestrictions to block movement, Himework's Disable Input and Disable Dash, then using parallel node event to check for input press. Switches are used to determine whether location is unlocked).
- Automated pathing: to avoid manual path definitions (as was done in the old system), the new one uses a pathfinding script by Shaz, that guides the player to an event's location. Every node has an event (below player).
- There needs to be some means to communicate to the player when new movement routes are unlocked - perhaps some kind of line, floating arrows (old system), or small breadcrumb trail like in SMRPG?
- The World Map opens a new window displaying a series of variables particular to the node below the player. This is updated each time the player moves to a new node. My system displays: location name, description, recommended level, the number of found and total chests in that location, and the number of found and total secrets in that location. This window only updates when player changes nodes.
- Pressing cancel will reset the player to the node matching where they first appeared on the world map (calling node). If the player is already on that node, pressing cancel will exit the world map, taking the player back to the calling map, at the calling map co-ordinates (where player was before calling world map).
- Pressing enter will take the player to a map ID, X and Y defined for the current node they are above.
All reference code is up. I want to clarify that this is not a *port* request but a *new plugin* request; in other words, my scripts are to give ideas for development rather than direct it.
Thank you for your time, and I look forward to hearing from you sexy script maestros. I could arrange a small cash prize for completion over PayPal or *******.
OldMapSys.zip
portedMapSys.zip
REPORT
I am undertaking my own script request. Please see:
If you are interested in following development. Once it is completed and properly tested, I'll be posting it in the JS Release forums.
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