- Joined
- Oct 9, 2013
- Messages
- 120
- Reaction score
- 35
- First Language
- English
- Primarily Uses
# ---------------------------------- #
# Update : 1:13pm 1/11/2014 #
# ---------------------------------------------------------------------------------------------------------------------------- #
Well schools gonna start soon, so I figured I'd release what I've done so far.
!!!DISABLE WOLFPAD IN THIS DEMO INSIDE RPG MAKER VX, IF YOU'RE RUNNING WINDOWS XP AND HAVING ISSUES!!!
Virtual Maps + Event Manipulation
USER CONDITIONS:
You MUST give me credit in your game if you use this.
I don't want money, just a name in the credits. =)
Version 0.4.5.0: 1/11/2014
Demo: https://www.dropbox.com/s/effsmbz9om2qqb2/VirtualizedDemo.exe
Installation notes:
If adding to another project, make sure you keep the scripts
in the same order. Some aren't critical, while some are.
Keep in mind, its not friendly to the non scripter currently.
Introduction:
This is a script designed for both event manipulation, and
virtualization of events. This ONLY handles manipulation of
created events. I can include an updated version if you
wish to be able to manipulate events that already exist
on a map, in a future time. I begin school again on the 13th.
Interpreter Notes:
Some may or may not work, depending how you use them. They have
a very basic design, and shouldn't take too much effort to
decipher for a scripter. If you have trouble post for support
in the RGSSx script help section of the website.
Commands:
Interpreter:
See interpreter event control for more information.
Virtual_Maps:
Commands:
$v_maps.create(map_id)
initializes a map as virtual, it works if you're inside of it.
$v_maps.destroy(map_id)
destroys an existing virtual map, no exceptions raise if doesn't exist.
$v_maps.halt(map_id)
forces a map to not update, best to use this when entering a map, or
to just never use it. its automatic.
Event Commands:
There are many commands for this. You can call these from script events.
Key Commands are:
create_ev(x,y,map_id,params)
Use this to create an event in any map, existing or not existing.
clear_self
Use this to have an event destroy itself.
clear_extra_events(map_id)
Use this to clear all extra events from map id.
*Note: These are very inefficient. See Interpreter_Event_Control
for a semi-complete list of commands.
*Note: You need to make sure you change your PLACEHOLDER_MAP if
you plan to use this in another project.
# ------------------------------------ #
# Update : 3:05pm 12/23/2013 #
# ---------------------------------------------------------------------------------------------------------------------------- #
~Merry early xmas everyone, here's a spoiler.~
Okay I decided to release what I have so far.
Demo 12/23/2013:
https://dl.dropboxusercontent.com/u/36896133/VirtualizedDemo-12-23-2013.rar
Requirements to use:
# Update : 1:13pm 1/11/2014 #
# ---------------------------------------------------------------------------------------------------------------------------- #
Well schools gonna start soon, so I figured I'd release what I've done so far.
!!!DISABLE WOLFPAD IN THIS DEMO INSIDE RPG MAKER VX, IF YOU'RE RUNNING WINDOWS XP AND HAVING ISSUES!!!
- Events can be created or destroyed in virtual or non virtual maps.
- Events can be destroyed only by calling themselves, or wiping the whole map via interpreter, or by using the EV_Handler class. There are a few methods that aren't implemented, but most are.
- Current build virtual maps ONLY support auto-events and parallel processing events for automatic activation. You cannot call events from other maps currently by any of the features I've included.
- You can CREATE events based on placeholder events. Essentially allowing you to copy events based on tags from the designated placeholder map. The events and tags are directly bound to their own ids and their own maps, so if you move it from map to map you need to create it again on another map. You could also force it into another map by other means, which I'll likely be exploring in the future.
- The AI system is basically untouched for the most part. Its just a bunch of shell with no meat. If you have trouble with $boss_anything just remove it.
- Many features just flat won't work if you call them. Some are half shells, some are full. The most updated list is in the notes below.
- Direct any issues you're having with this script, at this forum post.
Virtual Maps + Event Manipulation
USER CONDITIONS:
You MUST give me credit in your game if you use this.
I don't want money, just a name in the credits. =)
Version 0.4.5.0: 1/11/2014
Demo: https://www.dropbox.com/s/effsmbz9om2qqb2/VirtualizedDemo.exe
Installation notes:
If adding to another project, make sure you keep the scripts
in the same order. Some aren't critical, while some are.
Keep in mind, its not friendly to the non scripter currently.
Introduction:
This is a script designed for both event manipulation, and
virtualization of events. This ONLY handles manipulation of
created events. I can include an updated version if you
wish to be able to manipulate events that already exist
on a map, in a future time. I begin school again on the 13th.
Interpreter Notes:
Some may or may not work, depending how you use them. They have
a very basic design, and shouldn't take too much effort to
decipher for a scripter. If you have trouble post for support
in the RGSSx script help section of the website.
Commands:
Interpreter:
See interpreter event control for more information.
Virtual_Maps:
Commands:
$v_maps.create(map_id)
initializes a map as virtual, it works if you're inside of it.
$v_maps.destroy(map_id)
destroys an existing virtual map, no exceptions raise if doesn't exist.
$v_maps.halt(map_id)
forces a map to not update, best to use this when entering a map, or
to just never use it. its automatic.
Event Commands:
There are many commands for this. You can call these from script events.
Key Commands are:
create_ev(x,y,map_id,params)
Use this to create an event in any map, existing or not existing.
clear_self
Use this to have an event destroy itself.
clear_extra_events(map_id)
Use this to clear all extra events from map id.
*Note: These are very inefficient. See Interpreter_Event_Control
for a semi-complete list of commands.
*Note: You need to make sure you change your PLACEHOLDER_MAP if
you plan to use this in another project.
# ------------------------------------ #
# Update : 3:05pm 12/23/2013 #
# ---------------------------------------------------------------------------------------------------------------------------- #
~Merry early xmas everyone, here's a spoiler.~
Okay I decided to release what I have so far.
Demo 12/23/2013:
https://dl.dropboxusercontent.com/u/36896133/VirtualizedDemo-12-23-2013.rar
Requirements to use:
- Scripting experience.
- Disable wolfpad in RPG Maker VX, or make sure you have directx installed. This currently doesn't support xbox 360 input, so it doesn't really matter if its enabled or not.
- Patience. This is a new system and will have many methods that need to be aliased, and overwrites that don't need to be overwrites. Just be patient and I'll work out the kinks.
- Assist if you can, but if you can't then a simple bump would be appreciated. Let me know what you would want for features, what you think would help the system in general, and what you think would make this idea better. I may include these ideas into the next build, or a derived form of the idea with credit given to the contributor.
- Interpreter control of event creation/mass destruction.
- Map control of new event creation/destruction.
- Support for new AI system.
- More virtual map support with forks, still not working yet.
- Complete game map overwrite, to remake the virtual maps into a single game_map class, with the initialize method including a new true/false bool to determine if virtual or not. The overwrite includes many aliased methods that need to run for the new events to work.
Last edited by a moderator:

