Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: Hadeki on January 15, 2009, 11:17:51 pm

Title: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 15, 2009, 11:17:51 pm
Hi. It's me again...
I'm having trouble with a couple things in RPG Maker XP. First, I was wondering how to delete a save file using the script. I'm thinking this may be impossible and I guess it's not important... But I do want to add this feature to my game. I added a "delete save file" option to the title screen and I wanted you to be able to select a save file and permanently erase it.

Next, I wanted to be able to give each party member their own inventory. And make the inventory limited to, like, 20 items. But also have a party inventory that can hold infinity items, but the party inventory is inaccessible during battle. Is that possible?
Also, all of the inventories are accessible through the main menu in the field. Like, select "Item" from the main menu and then select a party member to view their own inventory, or select the main party inventory.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 15, 2009, 11:45:43 pm
The erasing thing works. I'll get back to you soon, it's easy.

The inventory, it's already been done (almost to your specs), check out Creation Asylum or .org, I'm sure you can find something.

Edit:
From the help file:
Quote
File.delete(filename ... )

Deletes a file or files and returns the number of files deleted. If deletion fails, throws an Errno::EXXX exception.

This method is for file deletion and cannot delete directories.


The RMXP help file is commonly forgotten but surprisingly good reference. Maybe I should put it in my sig.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 16, 2009, 12:24:46 am
Gasp. Thank you. The save file deletion thing worked really well.
And I will investigate the item script thing...
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 16, 2009, 04:13:18 am
I sort of tried looking around on that creation asylum .org site, but I couldn't find what I was looking for. I will keep looking there and I'll look around here, too. If anyone finds a script similar to what I'm asking for I'd like them to tell me.
Also, I plan to use the Neo Mode 7 script, too. Some CMS scripts don't really like Mode 7.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Blizzard on January 16, 2009, 06:37:27 am
Try StormTronics CMS (can be found in the script database here). It's compatible with most scripts, it should work with Neo Mode 7.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 16, 2009, 07:31:26 pm
I found Stormtronic's CMS, but it doesn't allow multiple inventories. It's hard for me to explain what I want...
I got close to making it work myself though. I set it so when you select "Item", it targets the status screen thing and you select a party member, and THEN it brings you to a unique item page just for them. Except I don't know how to limit the amount of items in the inventories. And when you obtain an item it goes into every inventory. So, like... there's still only one inventory but four ways to view it. I don't really know what I'm doing, so... yeah.

EDIT.
I just remembered the script page Game_Party. How do I make five inventories? A main one, and one for each party member... The main one is not available in battle though.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 16, 2009, 11:19:55 pm
Okay. I don't know how much you're familiar with scripts, but here I go.
Observe how the inventory works for the party and make sub-inventories for each actor. Basically, items are stored in hashes in the Game_Party class. 3 hashes for items, weapons and armors. I'd make the hashes in the Game_Actor class. Then all you have to do is modify or make scenes to handle them seperately. You'll have to mod the Window_Item class (or any window class that shows items) and make it actor-specific: like the status screen. Look at the Window_Status class to see what I mean. Now that I think about it, it's not that hard at all.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 17, 2009, 12:01:35 am
Okay. I was able to do, like, a couple things using scripts but now when I try to do this I get all scared and confused because it's, like... too much to handle. So someone's going to have to hold my hand through this one please.
So, first off I have no idea how a hash, like, exists. And I do not know how or what or where to move it to the Game_Actor class.
I could probably make the graphics and layout portion of the different inventories... But all the random attributes and key term things or whatever would be hard for me.
And the Window_Status thing you talked about sort of makes sense. Maybe. I'm not really sure what it all means because I'm not very practiced in the whole scripting field.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 17, 2009, 07:30:09 am
You know what? I think I'll give it a shot.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 18, 2009, 01:22:25 am
Ha ha. Yay.
Well... I just need to understand all the terms and how the item system works. That way I might be able to do the majority of the work myself...
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 18, 2009, 04:06:13 am
Actually, I'm done with the technical part, I just need to make a scene to manage the inventories.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 18, 2009, 04:09:19 am
Oh. Thank you.
Well, I will attempt to help if I can... Just ask if you need me.

And just out of curiosity, do you remember in RPG Maker 2000, and I think 2003, you could put |\|\|\|\^ or something in a message and that would cause the message to freeze for a little while and then automatically close? Can you do that in XP?
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 18, 2009, 04:30:02 am
With some scripting, why not? There are many AMSes (Advanced Message Systems) out there which come with that feature and LOADS more. Try out Ccoa's UMS, it's my favourite. You'll find it in RPG Revolution (rpgrevolution.com).
Title: Re: Erase Save File and Item Storage Stuff
Post by: Blizzard on January 18, 2009, 06:30:43 am
Argh! Don't promote CMS as abbreviation for Custom Message System. #_# Use the term AMS (Advanced Message System) instead. CMS is more commonly used to refer to Custom Menu System.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 18, 2009, 06:36:42 am
Point taken. *edits post*
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 23, 2009, 02:02:13 am
Oh, I sort of forgot until now...
I have all these icon things for items, but they're 64x64. I tried to just change the ...24, 24) thing in Scene_Item to 64, but it just made the icon wider, but not longer. It's hard to explain. But, um... I would sort of like a multiple inventory script with icons that size. Or at least give me a hint as to how to change the icon size...
And there was something else... Oh. I wanted to make a common event for when you use, like, a key item just out in the field randomly and I wanted to know how to call the name of the item used (like \N[1], only with an item) within a message window...

And ONE more thing. Sorry. Um... I guess it's not THAT important, but I was wondering how I could make it so the colon and number of items would not show up in the inventory if you possessed just one of that specific item.
Yaaay. I made this work by myself.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 23, 2009, 03:12:52 am
Changing the icon size is a major pain, you'll have to mod lots of stuff and it's also not very compatible with some other scripts.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 23, 2009, 03:23:55 am
Whoa. It seemed like it would be rather easy... Um. I will fiddle with it and try to make it work.
Thanks for all the help, by the way.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 23, 2009, 08:03:58 am
Well, technically, it's kind of easy, but it's a very bad idea. You can go for it if you're 100% sure you want them no matter what.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on January 25, 2009, 09:17:26 pm
Ha ha. Are you telling me there's no going back or what? Well, I am about 99% sure I want to change the icon size to 64x64.
If you just tell me what to do, I'll do it. If it's a real pain I don't want to make you go through all of it.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on January 26, 2009, 01:06:57 am
Sorry for the false hope i've given you, but there's no way I'm even gonna attempt that >.< Not even for my own game. EVERY window class which uses icons needs to be modified and any new script that uses icons has to be modified. That's not the worst part though, the semantics are set for 24x24 icons. Changing the size is the easy part but making everything look good is the real pain. Sorry...
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 02, 2009, 09:40:09 pm
Okay. Well, it sounds like I should just give up. I guess I'll figure it out.

Anyway... What do you want me to do about the item script thing? My game is sort of at a stand still right now.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 03, 2009, 08:38:03 am
It'll be done by this weekend :)
As I said, the system is ready, I just need to script some scenes to manage the items. Before I start though, let me know if you have any ideas regarding the scenes. Technical, layout, anything.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 03, 2009, 05:14:57 pm
Well, let me think... I have customized the menu scene and the status scene. But I think I may be able to fiddle with this script you're making to make it work...
Um. All I really need is a 20 item inventory for each character and then a bag that hold infinity items. Yeah. I was considering having one party member's inventory able to hold 30 items... Because they're, like, a merchant type thing.
The layout would be, um... Well, I guess it doesn't matter. Would it be hard to have pages, rather than, like, scrolling? That would be kind of cool. But it's not that important.
Are those the type of details you need? I want to be a helpful as possible.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 04, 2009, 08:37:14 am
Those helped, but I should've been more clearer. How do you plan to manage the inventory? I mean, when you use the gain item event command, it goes into the default party item bag (which has infinite capacity, so it would your bag thing). How do you plan to distribute/share stuff b/w each actor?
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 04, 2009, 11:48:56 am
Oooooh. Ha ha. That is important stuff.
Um, items gained could either go to the first open slot (like, actor one's inventory, or if that's full and you have actor two it would go in his/her bag) or if that's too much effort then just send everything straight to the bag.
And I guess a transfer option would be all right. That sounds like a lot of work though, but it is sort of important. So when you select an item you can "Use" or "Transfer" or "Toss" it. Maybe a new window could pop up with those options.

Oh, here are some screen shots of my menu screen so far:
1 (http://img.photobucket.com/albums/v203/Hadeki/1.png)
2 (http://img.photobucket.com/albums/v203/Hadeki/2-1.png)
3 (http://img.photobucket.com/albums/v203/Hadeki/3.png)
I decided that I didn't like the XP graphics so I made everything all SNES-y or whatever. For most of the menu stuff I made custom backgrounds (I stored them in the "Title" folder) because the windowskin was too weird. If you need any graphics from my game to make your script easier just ask.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 04, 2009, 10:32:19 pm
Got it. But I'll design the scene with windowskins first if that's okay with you.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 04, 2009, 10:38:13 pm
Oh sure, that's fine. I just wanted to give you all the details and make sure you don't make this super awesome script and then have to change everything because it wouldn't be compatible or something.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 06, 2009, 07:24:49 am
Question. The limit to an actor's bag size, should it only apply to items or to weapons and armors as well?

EDIT:
Here's a screenshot:
(http://img9.imageshack.us/img9/4987/clipboard02qb8.th.jpg) (http://img9.imageshack.us/my.php?image=clipboard02qb8.jpg)
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 07, 2009, 03:08:56 am
One actor can only carry a total of 20 items, weapons, and/or armor. If it's not too much trouble, that is.
Also, would it be too inconvenient to make it so items don't clump together when they're in an actor's bag? But it's okay for them to do that in the big bag though... Or you could just make it so items never clump together in any of the inventories if that's easier.
Is that too much to ask? I feel bad making you do all this. But I am really excited about it.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 07, 2009, 05:22:20 am
QuoteAlso, would it be too inconvenient to make it so items don't clump together when they're in an actor's bag? But it's okay for them to do that in the big bag though... Or you could just make it so items never clump together in any of the inventories if that's easier.

I didn't get you there Hadeki... What do you mean clump together?
Title: Re: Erase Save File and Item Storage Stuff
Post by: Reno-s--Joker on February 07, 2009, 06:28:53 am
I'm not sure, but I think he's referring to the fact that you can have 99 Potions. All these potions are 'stacking up'/'clumping together'....? :???:
So maybe to have a total of 20 items rather than types of item...? :o

^-^ Anyways, this is sounding and looking really good so far. :)
Title: Re: Erase Save File and Item Storage Stuff
Post by: shdwlink1993 on February 07, 2009, 12:58:18 pm
He means the list should not look like this:

Quote from: Not teh ListzPotion x17
Herb   x2
Bombz x1


Rather than that, use this
Quote from: Teh ListzPotion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Herb
Herb
Bombz


At least, that's what I think he meant.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 07, 2009, 02:46:01 pm
Ha ha. Yes... That is what I meant. Sorry to, like, force multiple people to congregate over my weirdness.
Yeah, items do not stack or form groups.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 07, 2009, 11:21:11 pm
Got it.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 25, 2009, 07:56:19 pm
You're not dead are you, Fantasist?

:'(
Title: Re: Erase Save File and Item Storage Stuff
Post by: Calintz on February 25, 2009, 08:23:12 pm
The erase save file, is actually quite the nifty feature.. .. ..

As you have said, it's not really necessary when playing directly on the CPU(I would say that this is more useful if you are using a console)...
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 26, 2009, 05:46:13 am
My laptop is deadish and I might have lost the project :(
Do you have a deadline?
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 26, 2009, 08:18:41 pm
I do not have a deadline. I'm just casually making a game.
And I'm sorry to hear about your laptop. If you just want to give up on the script for me, then that's fine. I hate it when I lose things I was working on. It's really frustrating.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on February 27, 2009, 01:36:15 am
QuoteIf you just want to give up on the script for me, then that's fine.

Not by a long shot, I'll be using this in my game, I'll have to do it sooner or later. I just have to get in the mood and I'll do it. I just don't know when that'll happen. Sorry to keep you waiting like this :(
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on February 28, 2009, 01:30:55 pm
It's fine. :up:
As long as I can make my game without running into problems when I try to add the script, then you can take your time. So far I don't think I NEED the script to continue making my game.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Fantasist on March 01, 2009, 01:42:44 am
I appreciate it, thanks :)
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on March 20, 2009, 08:56:22 pm
Yet another quick question.
How do I change the name of a map during gameplay? Well, what I want to do is change the name of a map once a certain switch is turned on.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on March 21, 2009, 09:01:02 pm
I tried using a parallel process event that shuts off once the name changes, but I have no idea how to change the name...  :(
Title: Re: Erase Save File and Item Storage Stuff
Post by: Reno-s--Joker on April 05, 2009, 03:19:16 am
Wait um... why would you want to change the name?
I might be wrong but it may be a lot easier to change the "name"... if you know what I mean. :shifty:
Title: Re: Erase Save File and Item Storage Stuff
Post by: G_G on April 05, 2009, 03:21:01 am
try
$data_maps[id_here].name = "Penguins On Crack"
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 06:29:51 pm
I tried that script, Game Guy, and it didn't really work. Well, I may be using it in an incorrect way, I guess.
I have a conditional branch where if a certain switch is on, it calls the script you gave me. But the map's name stays the same when I turn the switch on.
P.S. I'm checking if the map name changes by using a script that shows the map name in the menu.

And... what, Reno?
Title: Re: Erase Save File and Item Storage Stuff
Post by: nathmatt on April 05, 2009, 06:37:40 pm
y not just use a variable then u can change the map name whenever u want because its not realy the map name if u want to check the map name use this
$map_infos = load_data('Data/MapInfos.rxdata')
$map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
from winkos hud

so example using the first variable would be
$game_variables[1] = load_data('Data/MapInfos.rxdata')
$game_variables[1].keys.each {|key| $game_variables[1][key] = $game_variables[1][key].name}
the would just use a call script $game_variables[1] = "Map new name"
note this will not change the original map name just look like it
also not tested but should work
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 06:59:27 pm
I used your method and it gave me a wrong number of arguments error. I'm not sure how to apply the scripting you gave me though.
Would I set
     $game_variables[1] = load_data('Data/MapInfos.rxdata')
     $game_variables[1].keys.each {|key| $game_variables[1][key] = $game_variables[1][key].name}
as a parallel event and then
     $game_variables[1] = "Map new name"
as another event that starts when a certain switch is turned on?
Title: Re: Erase Save File and Item Storage Stuff
Post by: nathmatt on April 05, 2009, 07:08:15 pm
what is displaying the map name if ur using a script show the script that might help
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 07:11:38 pm
I'm using the location name window thing by Juan. I think I got it from Chaos Project.

Spoiler: ShowHide
#==============================================================================
# ** Location Window
#------------------------------------------------------------------------------
# Juan 
# Version 1.4
# made 10/13/07
# Date last time updated 12/30/07
#==============================================================================
# Any bugs email me juanpena1111@yahoo.com
# Version History
#
# Version 1.0
# -> This script was first made.
# Version 1.1
# -> Fixed font bug
# Version 1.2
# -> Removed * in map name.
# Version 1.3
# -> You can now change the location name.
# Version 1.4
# -> Improed coding
#
# Compatibility:
# This script changes the windows steps window to display the map name. What  that means
# is this script will not work on some cms(custom menu systems) if they
# don't use the step window
#
# Features
# Displays the map name.
# Removed the * in map name.
# Less code than other location scripts
#
# Author's Notes
# Any bugs email me juanpena1111@yahoo.com
# Credit me and enjoy.
#
#
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays map location on the menu screen.
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if $fontface != nil
    self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
    self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 21   
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 80, 32, " ")
    self.contents.font.color = normal_color
    if $game_map.name.include?('*')
    self.contents.draw_text(4, 32, 120, 32, $game_map.name.delete!('*'), 2)
    else
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
    end
  end
end
Title: Re: Erase Save File and Item Storage Stuff
Post by: nathmatt on April 05, 2009, 07:30:04 pm
here u go no need to use a switch just use this to change it $game_variables[1] = "mapname"
then this to change it back $game_variables[1] = $game_map.name
Spoiler: ShowHide

#==============================================================================
# ** Location Window
#------------------------------------------------------------------------------
# Juan 
# Version 1.4
# made 10/13/07
# Date last time updated 12/30/07
#==============================================================================
# This script changes the step window to a location window(displays map name.)
# by changing the steps wiindow to display a location window.
# Any bugs email me juanpena1111@yahoo.com
# Version History
#
# Version 1.0
# -> This script was first made.
# Version 1.1
# -> Fixed font bug
# Version 1.2
# -> Removed * in map name.
# Version 1.3
# -> You can now change the location name.
# Version 1.4
# -> Improed coding
#
# Compatibility:
# This script changes the windows steps window to display the map name. What  that means
# is this script will not work on some cms(custom menu systems) if they
# don't use the step window
#
# Features
# Displays the map name.
# Removed the * in map name.
# Less code than other location scripts
#
# Instructions
# Make a new script above main and paste this script there. You should
# also configure the location name. Just change the Location Name = 'Location'
# FAQ (Frequently Asked Questions):
# None yet

# Author's Notes
# Any bugs email me juanpena1111@yahoo.com
# Credit me and enjoy.
#
#
#==============================================================================
# module Juan_Configuration
#==============================================================================

module Juan_Configuration
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 
# Begin Configuration
Location_Name = 'Location'
# End Configuration.
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Scene_Title
#==============================================================================

class Scene_Title

  alias main_juans_custom_menu_later main
  def main
    $map_infos = load_data('Data/MapInfos.rxdata')
    $map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
    main_juans_custom_menu_later
    $game_variables[1] = $game_map.name
end
end
#===================================================
# * Class Scene_Title Ends
#===================================================


#===================================================
# * Class Game_Map Begins
#===================================================
class Game_Map
def name
return $map_infos[@map_id]
end
end
#===================================================
# * Class Game_Map Ends
#===================================================



#===================================================
# * Class Window_Steps Begins
#===================================================
class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if $fontface != nil
    self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
    self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 24     
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 80, 32, Juan_Configuration::Location_Name)
    self.contents.font.color = normal_color
    if $game_map.name.include?('*')
    self.contents.draw_text(4, 32, 120, 32, $game_variables[1].delete!('*'), 2)
    else
    self.contents.draw_text(4, 32, 120, 32, $game_variables[1], 2)
    end
  end
end
#===================================================
# * Class Window_Steps Ends
#===================================================
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 07:58:20 pm
Waaaaait. Am I able to see the name of other maps? And can I change the name of more than one map during game play? It seems like this script is a lot more work than it should be.
But I'm not really a good scripter...

Also, I get this error when I try to test play my game:
"Script 'Window_Location' line 69: NameError occurred.
undefined method `main' for class `Scene_Title'"
Title: Re: Erase Save File and Item Storage Stuff
Post by: nathmatt on April 05, 2009, 07:59:38 pm
hmm i need to work on this some more because its not refreshing when i leave the map
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 08:05:27 pm
I did put it above main, and I remember changing the location name script a little bit to fit my game better.
Is that script the problem though? It seems like the script wouldn't really change anything as long as I changed the map's actual name.
Also, I may just make it so when a certain switch is turned on the player is transferred to a similar map with the new name. Should I just do that?
Title: Re: Erase Save File and Item Storage Stuff
Post by: nathmatt on April 05, 2009, 08:06:29 pm
could do that that would work
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 08:09:00 pm
Okay. Thank you for your help. I just wanted to make sure there wasn't a super easy way to deal with it.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Aqua on April 05, 2009, 08:11:16 pm
Why not instead of changing the name of the map, you just duplicate the map and have 2 different names? :D
Title: Re: Erase Save File and Item Storage Stuff
Post by: shdwlink1993 on April 05, 2009, 08:13:16 pm
A slightly better-working version of the same thing:

Place this script anywhere between the original Location Window script and Main:

class Game_Map 
  def name
    case @map_id
    when 4
      if $game_switches[1]
        return 'Name'
      else
        return 'Different Name'
      end
    when 34
      if $game_switches[322]
        return 'Diabolical Overlord Airway Flight 73'
      else
        return 'Unknown Aircraft'
      end
    when MAP_ID
      if $game_switches[SWITCH_ID]
        return 'NAME 2'
      else
        return 'NAME 1'
      end
    else
      return $map_infos[@map_id]
    end
  end
end


Basically, you just switch out the numbers and names. The last entry with the capital letters is a template to show you what I mean. This should help you out, I think.

EDIT: Ah, crud. You already decided to do something completely different.  :'(
Title: Re: Erase Save File and Item Storage Stuff
Post by: Hadeki on April 05, 2009, 08:20:57 pm
Quote from: Aqua on April 05, 2009, 08:11:16 pm
Why not instead of changing the name of the map, you just duplicate the map and have 2 different names? :D


Ha ha. I agree. I did decide to do that.


BUT WAIT!
Shadow Link, you are a genius. Thank you. It works perfectly.
Title: Re: Erase Save File and Item Storage Stuff
Post by: Aqua on April 05, 2009, 08:32:44 pm
Ooh thanks Shdw...
I'll use that :D
Title: Re: Erase Save File and Item Storage Stuff
Post by: shdwlink1993 on April 06, 2009, 04:01:58 am
Quote from: Hadeki on April 05, 2009, 08:20:57 pm
BUT WAIT!
Shadow Link, you are a genius. Thank you. It works perfectly.


Sweet, I'm a genius! Thanks! But more importantly, it worked! :)