Chaos Project

RPG Maker => Resources => Resource Requests => Topic started by: rpgmakerfanhaha on September 04, 2009, 08:40:28 am

Title: Merged tilesets?
Post by: rpgmakerfanhaha on September 04, 2009, 08:40:28 am
At the previous topic some of you may read about the problem of my field map.Now I got a really big problem.I need ALL tilesets into one so that i can use it for my field map.Really a big problem as I am stuck here.

On the other hand I also need something call "Different plains different monsters".It basically means that I want a certain area to have a random encounter of monsters like the BraveStory(if you play it before,there's a plains to Bog-Sasaya Borders.There's a sigh showing that:Warning!Below this sigh will be higher level monsters!Yup,something like that.).
Title: Re: Merged tilesets?
Post by: G_G on September 04, 2009, 08:42:16 am
http://forum.chaos-project.com/index.php?topic=4412.0

merged tileset script made by met
Title: Re: Merged tilesets?
Post by: Jackolas on September 04, 2009, 09:15:20 am
and for different plains differen montsters try this 1 (credits to Leon for making it):

Spoiler: ShowHide
#===================================
#  Leon's Change Map Troop Script
#----------------------------------------------------------------------
#  02/27/2007
#  v. 1.0
#----------------------------------------------------------------------
#
#  Feature:  Allows you to make additional encounter lists and change them
#                       for each map.
#
#  Instructions:
#       1.  Put above main, but other scripts
#       2.  Set the Identifier and troops within that identifier there is.
#               There is an example in the module, where you set them.
#       3.  Use 'Change_Monster.new(x) in a call script, where x is the new
#               list's ID number.  Simple, no?
#
#  NOTE:  Make sure you use the TROOP NUMBER in Monster Groups.  NOT
#                the monster's ID number... the TROOPs.
#===================================


module Monster_Change
 #==================================
 #  Change_Monster = { ID => [troop_id, etc...]
 #==================================
 Change_Monster = {
 #This example means by calling Change_Monster.new(1), the encounters
 #will be numbers 34, 35, and 36, erasing the old set.
 1 => [34, 35, 36]
 }
end

#===================================
#  Change_Monster
#===================================
class Change_Monster
 def initialize(new_list)
       $game_map.encounter_list.clear
       for i in 0...Monster_Change::Change_Monster[new_list].size
         $game_map.encounter_list.push(Monster_Change::Change_Monster[new_list][i])
       end
 end
end
Title: Re: Merged tilesets?
Post by: rpgmakerfanhaha on September 04, 2009, 09:57:13 am
I don't quite understand leon's script.Can you make me a demo for it?
Title: Re: Merged tilesets?
Post by: Jackolas on September 04, 2009, 09:59:14 am
sure... when i get home
Title: Re: Merged tilesets?
Post by: Aqua on September 04, 2009, 10:48:52 am
All you do is setup the keys with whatever numbers you want... then the values with the actual troops you want in the key.

1 => [34, 35, 36]
Use Change_Monster.new(1) to make the troops 34, 35, 36

2 => [38, 55, 86, 48]
Change_Monster.new(2) to make the troops 38, 55, 86, 48
Title: Re: Merged tilesets?
Post by: Starrodkirby86 on September 04, 2009, 06:37:33 pm
I know the Merged Tileset thing is already finished, but I'm really wondering why you need everything in one. RPG Maker XP has an unlimited vertical set, sure. That's great. But that doesn't mean it's an optimized play. I actually believe it takes a very long time to load maps that use a large tileset, and if you're planning to merge every one in the RTP, that's going to be quite annoying.

It's best to just stick it to some nice combination instead of merging EVERYTHING.
Title: Re: Merged tilesets?
Post by: rpgmakerfanhaha on September 05, 2009, 05:21:27 am
Now I understand how Leon's script work actually,but do I need to fill the whole area with call script event,or the player just cross over?
Title: Re: Merged tilesets?
Post by: Aqua on September 12, 2009, 12:13:52 am
Use variables to track the player's map X & Y.
Then use conditionals

If you don't know how, don't ask; you should experiment some things on your own.