
When your game is very great, when the map's numerous, how did you solve the problem of long distance travel? Here's a solution: when you arrive in a region, will open a switch,This switch is controlled by the "transfer system" you can call this system in the menu, in another place to the places you have visited, Is it right? Very convenient?
Matters needing attention in using this script——————————————————————————————
You can use this sentence script to call this system:
$scene = Scene_Teleport.new
From up to down town must be order, otherwise it will error
TOWNS[0]=["town name", a control switch, [map number, coordinates X, coordinates Y,]Orientation.
Name = you want to transfer the name of the town
Map number X Y is the target location
Control switch = is very simple, is the switch is open, then your breath menu is this map
Please refer to the following toward = Digital matrix:
......2↑
4←....→6
.....↓8
Do you understand?
May I say you do not really understand, then you can directly into your project test, believe you will know how to use, in addition, Amy, how much do you know about Chinese? If I made a Chinese game, can you help me translate into English version?
Code:
#==============================================================================
# The script from the China [url=http://www.66RPG.com]http://www.66RPG.com[/url], used and reproduced please keep this information
# transfer share: if you are using a this script writer, please keep this information, because it is from Chinese script resource, if
# you ignore this clause, well, I wish you “山高水低”
#==============================================================================
# custom content interpretation:
# TOWNS[number "is a place, you can easily write", the switch number, [transfer to map ID, transfer to map x,
# making making making transfer to map y], role orientation.
#
# number please according to 0, 1, 2, 3...... Down the order.
When the number # switch, can choose the delivery place
# role orientation, 2, 4 left, 6 right, 8, direction and the relationship between digital specific can reference your numeric keypad
# if other directions please ourselves.
#
#
Method of use: # public events in the need to transmit the portal, transfer, transfer, transfer stone Feathers Hotel a place:
# making making call script: $scene = Scene_Teleport.new
#
#==============================================================================
TOWNS=[]
TOWNS[0]=["魔幻森林",1,[23,8,5],2]
TOWNS[1]=["齐拉海",2,[59,48,8],4]
TOWNS[2]=["贾拉山脉",3,[34,9,10],8]
TOWNS[3]=["苏泊尔湖",4,[52,15,38],8]
TOWNS[4]=["宝石平原",5,[40,6,23],8]
TOWNS[5]=["梦幻之地",6,[46,9,16],8]
TOWNS[6]=["乌卡雪山",7,[46,9,16],8]
TOWNS[7]=["拉苏河",8,[46,9,16],8]
TOWNS[8]=["奇遇之海",9,[46,9,16],8]
TOWNS[9]=["纳奥湖",10,[46,9,16],8]
TOWNS[10]=["克莫伐木场",11,[46,9,16],8]
TOWNS[11]=["阿罗工房",12,[46,9,16],8]
TOWNS[12]=["黎明皇家港",13,[46,9,16],8]
#==============================================================================
# ■ Window_Teleport
#------------------------------------------------------------------------------
#==============================================================================
class Window_Teleport < Window_Selectable
#--------------------------------------------------------------------------
# ● Initialization of the like
#--------------------------------------------------------------------------
def initialize
super(640,640,64,64)
self.contents = Bitmap.new(width, height)
self.opacity = 180
get_towns
draw_towns
@column_max = 1
end
#--------------------------------------------------------------------------
# ● Get to town and window size
#--------------------------------------------------------------------------
def get_towns
@carol3_towns = []
@width_temp = 0
@cont_use = false
for town in TOWNS
if $game_switches[town[1]]==true
@carol3_towns.push(town)
if contents.text_size(town[0]).width >= @width_temp
@width_temp = contents.text_size(town[0]).width
end
end
end
@item_max = @carol3_towns.size
if @item_max == 0
@carol3_towns[0] = ["There is no known area exploration!",1,[1,1,1]]
$game_player.move_up
@width_temp = contents.text_size(@carol3_towns[0][0]).width
@item_max = 1
@cont_use = true
end
self.width = [@width_temp+32,480].min
self.height = [(@item_max+1)*32,360].min
self.x = (608-self.width)/2
self.y = (480-self.height)/2
self.contents = Bitmap.new(width-32,row_max*WLH)
end
#--------------------------------------------------------------------------
# ●Depicting the town name
#--------------------------------------------------------------------------
def draw_towns
for i in 0...@carol3_towns.size
self.contents.draw_text(0,i*WLH,@width_temp,WLH,@carol3_towns[i][0],1)
end
end
#--------------------------------------------------------------------------
# ● The content returned
#========================================================================
# ● Map number
#--------------------------------------------------------------------------
def map_id
return @carol3_towns[self.index][2][0]
end
def map_x
return @carol3_towns[self.index][2][1]
end
def map_y
return @carol3_towns[self.index][2][2]
end
def map_direction
return @carol3_towns[self.index][3]
end
#--------------------------------------------------------------------------
# ● judging whether a city without
#--------------------------------------------------------------------------
def cant_use?
return @cont_use
end
end
#==============================================================================
# ■ Scene_Teleport
#------------------------------------------------------------------------------
#==============================================================================
class Scene_Teleport < Scene_Base
def start
Sound.play_decision
@carol3_trans_white = false
@carol3_map_sprite = Spriteset_Map.new
@carol3_teleport_window = Window_Teleport.new
if @carol3_teleport_window.cant_use?
@carol3_teleport_window.index = -1
else
@carol3_teleport_window.index = 0
end
end
def terminate
super
@carol3_teleport_window.dispose
end
def update
super
carol3_update
end
def update_scene
@carol3_teleport_window.active = true
$game_player.reserve_transfer(@carol3_teleport_window.map_id, @carol3_teleport_window.map_x, @carol3_teleport_window.map_y, @carol3_teleport_window.map_direction)
$game_map.autoplay
$scene = Scene_Map.new
end
def carol3_update
@carol3_teleport_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
$game_player.move_up
return
end
if Input.trigger?(Input::C)
if @carol3_teleport_window.index == -1
Sound.play_cancel
$scene = Scene_Map.new
return
else
Audio.se_play("Audio/SE/" + "Teleport",100,100)
update_scene
return
end
end
end
end
#==============================================================================
# The script from the China [url=http://www.66RPG.com]http://www.66RPG.com[/url], used and reproduced please keep this information
#==============================================================================