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Messages - cessern

1
I need different rooms for my game. Atm right now, it can only hold one 1 vs 1 map. It uses global variables and switches so if I were to copy it, the other map would turn on switches that would mess with the first map. I think the possible solutions is making the global variables and switches only work inbetween the two people inside the map. Another solutions may be to just make the second map use a different set of variables. Like ID = [ID+600]. so 1 -> 601, 2 -> 602, just so that the map uses different variables and switches from the first one. Do any of you know how to make script that do these stuff? (I'm using RMX-OS) Or do you guys know another easier solution.
2
Script Troubleshooting / Re: How do I fix these lines?
January 21, 2015, 03:05:46 am
It doesn't work for me with global variables, I believe it may have to do with global variables acting differently than normal variables. It seemed to work when I did it on an empty project. If this is the wrong way to go, do you have any suggestions on what I should do?
3
Script Troubleshooting / Re: How do I fix these lines?
January 21, 2015, 01:43:04 am
Think of it like this. I'm using global variables and such to indicate where things are spawned. About 100 of them have I used in this map. I'm trying to copy the map, but if all the maps used the same variables then one map will cause a spawn to another map. I'm trying to make those maps just spawn stuff on their own map. Its kind of a "lazy" solution, but I don't want to make 100 new variables every time I make a new map.

This game is a minigame thing. And I just want more Game slots. Its acctually going to be just the same map everytime yh.
4
Script Troubleshooting / Re: How do I fix these lines?
January 20, 2015, 11:48:44 am
I can't do that. I knew someone would reply something like that. But if I were going to use different variables, I'll have to edit 100+ variables for each map. It would take too much time. Since Global switches/variables would make the maps interfere with each other.

class Game_Variables
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   @data = []
 end
 #--------------------------------------------------------------------------
 # * Get Variable
 #     variable_id : variable ID
 #--------------------------------------------------------------------------
 def [](variable_id)
   if variable_id <= 5000 and @data[variable_id] != nil
     if $game_switches[223] == true
       return @data[variable_id + 600]
     else
       return @data[variable_id]
     end
   else
     return 0
   end
 end
 #--------------------------------------------------------------------------
 # * Set Variable
 #     variable_id : variable ID
 #     value       : the variable's value
 #--------------------------------------------------------------------------
 def []=(variable_id, value)
   if variable_id <= 5000
     if $game_switches[223] == true
       @data[variable_id + 600] = value
     else
       @data[variable_id] = value
     end
   end
 end
end

This seems more correct right? But the switches doesn't do anything. I've tested @data[variable_id + 600] = value without the script condition, and that solved my problem pretty much, but I want to be able to control when it happens.
5
Script Troubleshooting / How do I fix these lines?
January 20, 2015, 06:58:21 am
(Edited the script)

class Game_Variables
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   @data = []
 end
 #--------------------------------------------------------------------------
 # * Get Variable
 #     variable_id : variable ID
 #--------------------------------------------------------------------------
 def [](variable_id)
   if variable_id <= 5000 and @data[variable_id] != nil
     if $game_switches[223] == true
       return @data[variable_id + 600]
     else
       return @data[variable_id]
     end
   else
     return 0
   end
 end
 #--------------------------------------------------------------------------
 # * Set Variable
 #     variable_id : variable ID
 #     value       : the variable's value
 #--------------------------------------------------------------------------
 def []=(variable_id, value)
   if variable_id <= 5000
     if $game_switches[223] == true
       @data[variable_id + 600] = value
     else
       @data[variable_id] = value
     end
   end
 end
end

I'm trying this, because I want to make map2 with new variables without map1 interferring with it. Its a two player game, and if both maps shares the same global variables, it will interfere with each other. So I want the other map to use a new sets of variables. Any help? You can see what I tried in the script. I believe it works but the Switch condition can't be read :/
6
Script Requests / Multiple animations on a single event
December 21, 2014, 02:44:05 pm
I'm wondering if any of you are able to make, or know of a script that makes me able to perform multiple animations on a single event. I know making an event for each animation would solve the case normally, but it won't here. I'm using RMX-OS. Thanks in advance!
edit: It does only have to show 4 animations on the same event.
edit: Example of what I believe would've solved my problem http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/animations-settings/
7
RMXP Script Database / Re: [XP] Event Templates
December 01, 2014, 08:50:42 am
No more trouble, the script works now. Thanks  :)
8
RMXP Script Database / Re: [XP] Event Templates
December 01, 2014, 06:51:50 am
Ah sorry. My mistake.

I tried the script after adding " " around the name, and it still doesn't work. (Also put it above main)
The Error: "undefined method 'event' for #<Game_Event:0x29335a0>" comes up whenever I press new game.
I added this script to a whole new/clean project. Does this script need another script to work?
It says in the script that the template event will be automatically removed from the map when created, but nothing unordinary happens when I create those events. If you can't find my problem, then please create a demo. I've a much easier time finding errors with demos
9
RMXP Script Database / Re: [XP] Event Templates
December 01, 2014, 05:19:16 am
This didn't work for me. I've tried in both RPG maker XP 1.2 and 1.5, Under and above "Main".
Name of the event is: "<template>EV001". Script to call template is: "create_event_from_template(EV001,1,1)" Both times tested in a new project.
Under "Main" the error: "uninitialized constant Interpreter::EV001" When I use the script
Above "Main" the error: "undefined method 'event' for #<Game_Event:0x29335a0>" When I press "New Game"
This would be the perfect script for what I'm making now. Please help me.

Requesting a demo  :(