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Like in the Fall Out series you have a world map that shows icons to places you have been or places yet to be discovered on a world map. That also allows you to fast travel to a location. Yea its just like that.
Post any problems you may run into or suggestions for a future update here.
mr_wiggles
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World Map
Version: 1.0
Author: Mr Wiggles
Date: Feb. 9. 2011
Version History
Version: 1.0
Author: Mr Wiggles
Date: Feb. 9. 2011
Version History
- Version 1.0 (2/9/11) - Initial release
Planned Future Versions
- None that I can think of.
Description
Like in the Fall Out series you have a world map that shows icons to places you have been or places yet to be discovered on a world map. That also allows you to fast travel to a location. Yea its just like that.
Features
- Quickly add it into your game menu.
- Show selectors location for easy icon placement.
- Set up individual icons for each location.
- Disable fast travel through a game switch.
Screenshots
Instructions
Paste above main and below the default scripts. Follow the instructions in the script header.
Script
Instructions
Paste above main and below the default scripts. Follow the instructions in the script header.
Script
- Code:
#===============================================================================
# ** World Map **
#===============================================================================
# by: Mr_Wiggles
# Version 1.0
# Feb. 9, 2011
#===============================================================================
# Instructions:
# -----------------------------
#
# + Call the map scene.
# - $scene = World_Map.new
#
# + Show location but can't fast travel to it.
# - $world_map.learn(id)
#
# + Show location and enable fast travel to it.
# - $world_map.discover(id)
#
# + Hide the location and disable fast travel to it.
# - $world_map.forget(id)
#
# + All icons must be located in the Graphics/Icon folder.
# + Icons will be faded by default if there is no UNDISCOVERD_ICON set.
#
#===============================================================================
# Controls:
# -----------------------------
# + Move with the arrow keys, to move at a faster rate press the SBOOST_KEY.
# + To fast travel to the selected location press the TRAVEL_KEY.
#
#===============================================================================
# =~~= CONFIG START =~~=
#===============================================================================
# Key used for a speed boost when scrolling on the map.
SBOOST_KEY = Input::C # space
#-------------------------------------------------------------------------------
# Key used to fast travel to the selected location.
TRAVEL_KEY = Input::A # shift
#-------------------------------------------------------------------------------
# This will draw the selector's loctaion for easy icon placement.
SHOW_QUAD = true
#-------------------------------------------------------------------------------
# Put an option in game menu to call this script. (Placed right above "End Game")
IN_GAME_MENU = true
#-------------------------------------------------------------------------------
# ID of switch that disables fast traveling.
FAST_TRAVEL_ID = 1
#-------------------------------------------------------------------------------
# Picture to use that is in your Graphics/Pictures folder as the map.
MAP_PICTURE = "World_Map"
#-------------------------------------------------------------------------------
# Icon for known locations but not discovered. (use nil for no icon)
UNDISCOVERD_ICON = nil
#-------------------------------------------------------------------------------
# Opacity for icon fade if no icon is used for UNDISCOVERD_ICON.
FADE_OPA = 80
#-------------------------------------------------------------------------------
# Fill in back of icon to make it square?
ICON_BACK = true
BACK_COLOR = Color.new( 10, 10, 10)
BORDER_COLOR = Color.new(200, 200, 200)
#-------------------------------------------------------------------------------
# Show locations name under icon on map? (Name will be the map's name)
SHOW_NAME = true
#-------------------------------------------------------------------------------
# Color for map name.
TEXT_COLOR = Color.new(240, 240, 240)
#-------------------------------------------------------------------------------
# Color for the map selector.
SELECT_COLOR = Color.new(60, 245, 60, 180)
#-------------------------------------------------------------------------------
# Initial setup of map locations. [[info], [destination], known, discovered]
# -----------------------------
# info = Is an array: ["icon name", x pos on map, y pos on map]
# destination = Is an array: [map id, x pos, y pos]
# known = Does the location show up on the map by defaut?
# discovered = Can the player fast travel to this location by default?
#
# Note: ID is relevent to location in array.
# i.e. The first place ID is 1 the second place ID is 2 and so on...
#-------------------------------------------------------------------------------
PLACES = [ # start
[[ "033-Item02", 190, 328], [1, 14, 19], true, true],# be sure to use commas
[["001-Weapon01", 512, 550], [2, 10, 14], false, false],
[[ "025-Herb01", 274, 50], [3, 5, 14], true, false],
[[ "043-Item12", 360, 180], [4, 7, 14], true, false],
[[ "036-Item05", 570, 776], [5, 7, 0], false, false] # except for the last one
] # end
#===============================================================================
# =~~= END CONFIG =~~=
#===============================================================================
#===============================================================================
# ** World Map
#===============================================================================
class World_Map
#-----------------------------------------------------------------
# * Main
#-----------------------------------------------------------------
def main
# create windows
@map_window = World_Map_Window.new
@map_window.z = 1
@help_window = World_Map_Help_Window.new
@help_window.z = 3
@help_window.visible = false
@confirm_window = Window_Command.new(96, ["Yes", "No"])
@confirm_window.x = 272
@confirm_window.y = 240
@confirm_window.z = 3
@confirm_window.opacity = 255
@confirm_window.active = false
@confirm_window.visible = false
# main loop
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
# dispose windows
@map_window.dispose
@confirm_window.dispose
@help_window.dispose
end
#-----------------------------------------------------------------
# * Update
#-----------------------------------------------------------------
def update
# update help
@help_window.update
# update confirm window
if @confirm_window.active
@confirm_window.update
update_confirm_commands
return
end
# update scrolling
update_scroll
# Exit key
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = IN_GAME_MENU ? Scene_Menu.new(5) : Scene_Map.new
return
end
# Travel key
@place = @map_window.place
if Input.trigger?(TRAVEL_KEY)
if @place.nil?
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@confirm_window.active = true
@help_window.visible = true
if $world_map.can_travel?(@place)
@confirm_window.visible = true
@confirm_window.index = 0
map_data = load_data("Data/MapInfos.rxdata")
map_name = map_data[@place[1][0]].name
@help_window.set_text("Fast travel to:", "\"#{map_name}\"")
elsif $game_switches[FAST_TRAVEL_ID]
@help_window.set_text("You can't fast travel", "from this location.")
@confirm_window.index = -1
elsif !@place[3]
@help_window.set_text("You haven't discoverd", "this location yet.")
@confirm_window.index = -1
end
end
end
#-----------------------------------------------------------------
# * Update Confirm
#-----------------------------------------------------------------
def update_confirm_commands
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@confirm_window.active = false
@confirm_window.visible = false
@help_window.visible = false
return
end
if Input.trigger?(Input::C)
if $world_map.can_travel?(@place)
case @confirm_window.index
when 0 # Yes
$game_system.se_play($data_system.decision_se)
id = $world_map.place_id(@place)
$world_map.travel_to(id)
return
when 1 # No
$game_system.se_play($data_system.cancel_se)
@confirm_window.active = false
@confirm_window.visible = false
@help_window.visible = false
return
end
else # can't travel
$game_system.se_play($data_system.cancel_se)
@confirm_window.active = false
@help_window.visible = false
return
end
end
end
#-----------------------------------------------------------------
# * Update Scrolling
#-----------------------------------------------------------------
def update_scroll
w = @map_window.map_w
h = @map_window.map_h
# Fast Scroling
speed = Input.press?(SBOOST_KEY) ? 6 : 2
# If Left button was pressed
if Input.press?(Input::RIGHT) and @map_window.sel_x < w
@map_window.sel_x += speed
if @map_window.map_x > -(w - 640) and @map_window.sel_x > 320
@map_window.map_x -= speed
end
end
# If Right button was pressed
if Input.press?(Input::LEFT) and @map_window.sel_x > 0
@map_window.sel_x -= speed
if @map_window.map_x < 0 and @map_window.sel_x < w - 320
@map_window.map_x += speed
end
end
# If Up button was pressed
if Input.press?(Input::DOWN) and @map_window.sel_y < h
@map_window.sel_y += speed
if @map_window.map_y > -(h - 480) and @map_window.sel_y > 240
@map_window.map_y -= speed
end
end
# If Down button was pressed
if Input.press?(Input::UP) and @map_window.sel_y > 0
@map_window.sel_y -= speed
if @map_window.map_y < 0 and @map_window.sel_y < h - 240
@map_window.map_y += speed
end
end
# selector
@map_window.sel_y = 0 if @map_window.sel_y < 0
@map_window.sel_x = 0 if @map_window.sel_x < 0
@map_window.sel_x = w if @map_window.sel_x > w
@map_window.sel_y = h if @map_window.sel_y > h
# map back
@map_window.map_y = 0 if @map_window.map_y > 0
@map_window.map_x = 0 if @map_window.map_x > 0
@map_window.map_x = -(w - 640) if @map_window.map_x < -(w - 640)
@map_window.map_y = -(h - 480) if @map_window.map_y < -(h - 480)
# update windows
@map_window.update
end
end
#==============================================================================
# ** World Map Help Window
#==============================================================================
class World_Map_Help_Window < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 144, 230, 96)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text1 = "", text2 = "")
if text1 != @text1 or text2 != @text2
# Redraw text
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, self.width - 30, 32, text1, 1)
self.contents.draw_text(0, 32, self.width - 30, 32, text2, 1)
@text1, @text2 = text1, text2
end
end
end
#===============================================================================
# ** World Map Window
#===============================================================================
class World_Map_Window < Window_Base
attr_accessor :map_x
attr_accessor :map_y
attr_accessor :sel_x
attr_accessor :sel_y
attr_reader :place
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-32, -32, 704, 544)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.color = TEXT_COLOR
# set up map
@map_bitmap = RPG::Cache.picture(MAP_PICTURE) rescue nil
w = map_w - 640
h = map_h - 480
@map_x, @map_y = -w/2, -h/2
# set up selector
@sel_x, @sel_y = (w/2) + 320, (h/2) + 240
@place = nil
# create selector
@selector_bitmap = create_seletor
# create icon sheet
@icon_sheet = create_icons
# refresh map
refresh
end
#--------------------------------------------------------------------------
# * Create Selector
#--------------------------------------------------------------------------
def create_seletor
bitmap = Bitmap.new(1280, 960)
# cross hairs
bitmap.fill_rect(Rect.new(640, 0, 2, 960), SELECT_COLOR)
bitmap.fill_rect(Rect.new(0, 480, 1280, 2), SELECT_COLOR)
# box
bitmap.fill_rect(Rect.new(625, 465, 30, 2), SELECT_COLOR)
bitmap.fill_rect(Rect.new(625, 495, 30, 2), SELECT_COLOR)
bitmap.fill_rect(Rect.new(625, 465, 2, 30), SELECT_COLOR)
bitmap.fill_rect(Rect.new(655, 465, 2, 30), SELECT_COLOR)
return bitmap
end
#--------------------------------------------------------------------------
# * Create Icons
#--------------------------------------------------------------------------
def create_icons
bitmap = Bitmap.new(map_w, map_h)
rect = Rect.new(0, 0, map_w, map_h)
for place in $world_map.places
id = $world_map.place_id(place)
place = $world_map.error_check(id - 1)
next if place.nil?
next if !place[2]
px, py = place[0][1] - 14, place[0][2] - 14
if ICON_BACK
bitmap.fill_rect(Rect.new(px - 2, py - 2, 28, 28), BORDER_COLOR)
bitmap.fill_rect(Rect.new(px, py, 24, 24), BACK_COLOR)
end
if !UNDISCOVERD_ICON.nil?
icon = RPG::Cache.icon(UNDISCOVERD_ICON) rescue nil
bitmap.blt(px, py, icon, rect)
else
icon = RPG::Cache.icon(place[0][0]) rescue nil
opacity = place[3] ? 255 : FADE_OPA
bitmap.blt(px, py, icon, rect, opacity)
end
if SHOW_NAME
map_data = load_data("Data/MapInfos.rxdata")
map_name = map_data[place[1][0]].name
bitmap.font.color = TEXT_COLOR
bitmap.draw_text(px - 86, py + 24, 200, 32, map_name, 1)
end
end
return bitmap
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
x = @map_x + 16
y = @map_y + 16
# draw map
self.contents.blt(x, y, @map_bitmap, Rect.new(0, 0, map_w, map_h))
# draw places
self.contents.blt(x, y, @icon_sheet, Rect.new(0, 0, map_w, map_h))
# draw selector
center_x, center_y = (-320 + 16), (-240 + 16)
if @map_x == 0
x = @sel_x - 625
elsif @map_x == -(map_w - 640)
x = @sel_x + @map_x - 625
else
x = center_x
end
if @map_y == 0
y = @sel_y - 465
elsif @map_y == -(map_h - 480)
y = @sel_y + @map_y - 465
else
y = center_y
end
self.contents.blt(x, y, @selector_bitmap, Rect.new(0, 0, 1280, 960))
# draw cursor placement
if SHOW_QUAD
self.contents.draw_text(20, 20, 200, 32, "X:#{@sel_x}, Y:#{@sel_y}")
end
# if selector is over place
@place = nil
for place in $world_map.places
next if place.nil? or !place[2]
sx, sy = place[0][1] - 16, place[0][2] - 16
ex, ey = sx + 28, sy + 28
if (@sel_x >= sx and @sel_x <= ex) and (@sel_y >= sy and @sel_y <= ey)
@place = place
return
end
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
refresh if something_changed?
end
#--------------------------------------------------------------------------
# * Check if Need Refresh
#--------------------------------------------------------------------------
def something_changed?
if @old_x != @sel_x or @old_y != @sel_y
@old_x, @old_y = @sel_x, @sel_y
return true
end
return false
end
#--------------------------------------------------------------------------
# * Get Map Width and Height
#--------------------------------------------------------------------------
def map_h
return @map_bitmap.nil? ? 0 : @map_bitmap.height
end
def map_w
return @map_bitmap.nil? ? 0 : @map_bitmap.width
end
end
#===============================================================================
# ** World Map Stuff
#===============================================================================
class World_Map_Stuff
attr_reader :places
#-----------------------------------------------------------------
# * Initialize
#-----------------------------------------------------------------
def initialize
@places = PLACES
@can_travel = true
end
#-----------------------------------------------------------------
# * Retrive Place ID
#-----------------------------------------------------------------
def place_id(place)
return @places.index(place) + 1
end
#-----------------------------------------------------------------
# * Discover Location
#-----------------------------------------------------------------
def discover(id)
place = error_check(id-1)
return if place.nil?
place[2], place[3] = true, true
end
#-----------------------------------------------------------------
# * Learn Location
#-----------------------------------------------------------------
def learn(id)
place = error_check(id-1)
return if place.nil?
place[2] = true
end
#-----------------------------------------------------------------
# * Forget Location
#-----------------------------------------------------------------
def forget(id)
place = error_check(id-1)
return if place.nil?
place[2], place[3] = false, false
end
#-----------------------------------------------------------------
# * Disable Fast Travel to Location
#-----------------------------------------------------------------
def disable_fast(id)
place = error_check(id-1)
return if place.nil?
place[2], place[3] = true, false
end
#-----------------------------------------------------------------
# * Fast Travel
#-----------------------------------------------------------------
def travel_to(id)
place = error_check(id-1)
return if place.nil?
$game_map.setup(place[1][0])
$game_player.moveto(place[1][1], place[1][2])
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#-----------------------------------------------------------------
# * Can Fast Travel Check
#-----------------------------------------------------------------
def can_travel?(place)
return false if place.nil?
return (!$game_switches[FAST_TRAVEL_ID] and place[3])
end
#-----------------------------------------------------------------
# * Error Check
#-----------------------------------------------------------------
def error_check(id)
place = @places[id]
if place.nil?
print("There is no place with the id of #{id}.")
return nil
end
if place.size != 4
print("Place id:#{id} is missing arguments.")
return nil
end
if place[0].size != 3
print("Place id:#{id}'s Info array is incomplete.")
return nil
end
if place[1].size != 3
print("Place id:#{id}'s Destination array is incomplete.")
return nil
end
dest = load_data(sprintf("Data/Map%03d.rxdata", place[1][0]))
if dest.nil?
print("Place id:#{id}- There is no map with the id #{place[1][0]}.")
return nil
end
if dest.width < place[1][1] or dest.height < place[1][2]
print("Place id:#{id}- Target locations are out of bounds for map.")
return nil
end
bitmap = RPG::Cache.picture(MAP_PICTURE) rescue nil
if bitmap.width < place[0][1] or bitmap.height < place[0][2]
print("Place id:#{id}- World Map position is out of bounds.")
return nil
end
return place
end
end
#===============================================================================
# ** Scene Title
#===============================================================================
class Scene_Title
alias :world_map_new :command_new_game
def command_new_game
world_map_new
$world_map = World_Map_Stuff.new
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
alias :world_map_save :write_save_data
def write_save_data(file)
world_map_save(file)
Marshal.dump($world_map, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
alias :world_map_load :read_save_data
def read_save_data(file)
world_map_load(file)
$world_map = Marshal.load(file)
end
end
#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
# ** GAME MENU EDITS **
#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
if IN_GAME_MENU
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "World Map"
s7 = "End Game"
@commands = [s1, s2, s3, s4, s5, s6, s7]
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @commands[@command_window.index]
when $data_system.words.item # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when $data_system.words.skill # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when $data_system.words.equip # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when "Status" # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when "Save" # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when "World Map" # world map
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = World_Map.new
when "End Game" # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
end
#==============================================================================
# ** Scene_End
#==============================================================================
class Scene_End
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(6)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # to title
command_to_title
when 1 # shutdown
command_shutdown
when 2 # quit
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [Cancel] Command
#--------------------------------------------------------------------------
def command_cancel
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to menu screen
$scene = Scene_Menu.new(6)
end
end
#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
end
Support
Post any problems you may run into or suggestions for a future update here.
Known Compatibility Issues
None that i know of.Restrictions
Do not post this on any other forum without my permission. EVENTALIST
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cool! -
X key to call menu - world map
speed increase when pressing space bar to scroll map
X to exit / Z to select / C to confirm
this is one solid world map system.
all that's missing is the airship
thanks for sharing wiggles! +++++
I'm definitely putting this one to great use.
X key to call menu - world map
speed increase when pressing space bar to scroll map
X to exit / Z to select / C to confirm
this is one solid world map system.
all that's missing is the airship
thanks for sharing wiggles! +++++
I'm definitely putting this one to great use.
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calvin624
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This is spectacular. Great job Wiggles
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supercow
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Awesome map script
i think its pretty much covers everything
clean and easy to configure
for an ideas ...maybe make a [hovering] name when we get close to the icon ?
i got a question though :
whats the difference bettwen known and discovered?
if its known, an icon pop up in map, but cant enter if not discovered.
but what if its discovered but not known?(no icon on map), can still enter?
i think its pretty much covers everything
clean and easy to configure
for an ideas ...maybe make a [hovering] name when we get close to the icon ?
i got a question though :
whats the difference bettwen known and discovered?
if its known, an icon pop up in map, but cant enter if not discovered.
but what if its discovered but not known?(no icon on map), can still enter?
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Poster Mcposty
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Yea you can see it on the map, like say you have a world map and you have cities on it and you travel on it. And say the world map for this script matches the map that you travel on. Say you know where some place is but you haven't been there (Known place) you are unable to fast travel to it. But say you have traveled on foot to the location (Discovered place) So instead of re-walking the distance to the place you can just fast travel.
It's just like the game Fall Out.
mr_wiggles
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supercow wrote:i got a question though :
whats the difference bettwen known and discovered?
if its known, an icon pop up in map, but cant enter if not discovered.
but what if its discovered but not known?(no icon on map), can still enter?
Yea you can see it on the map, like say you have a world map and you have cities on it and you travel on it. And say the world map for this script matches the map that you travel on. Say you know where some place is but you haven't been there (Known place) you are unable to fast travel to it. But say you have traveled on foot to the location (Discovered place) So instead of re-walking the distance to the place you can just fast travel.
It's just like the game Fall Out.
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daigonstar
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Im really having trouble setting this up which is a shame cause i really wanna use it do you have a read me or demo available for this script at all? thank you =]
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^instructions are in the script and there is a link to the demo
under the code box in the original post ^,^
G@MeF@Ce
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daigonstar wrote:do you have a read me or demo available for this script at all? thank you =]
^instructions are in the script and there is a link to the demo
under the code box in the original post ^,^
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