Here is the link to my project thread.
While I'm getting the database done (not RMXP, but list of all addresses in the series). I'm also going to work on the scripts/gather scripts.
Unfortunatly I have a limited knowlage of Ruby, so I was wondering if anyone would help me with this script.
Obviously, one of the first things I will need is a DHD script.
A window like that could pop up (With better graphics obviously) and you click on each "Chevron" (storing the chevron in a variable) using a mouse input script.
Once all 7 (with the possibility of 8 + 9, with a switch on) chevrons are encoded, you press the big red button in the middle
That would store all the chevrons in an array (I think that's the correct term).
Then the stargate script would have to check to see if the array is == to one stored earlier. If so, it would activate an in-game switch (which would turn the Stargate activated event on). if not, then play some strange "fail" sound and don't activate the script.
When you step through the stargate, it would check to see which array it is equal to, then transport the player to that map, (most of that bit i think can be done with events).
Obviously little things have to be added, such as a few different "looks" for the DHD. Remote dialers. An Iris, + the fact that stargates deactivate after a certain time (make it 3 minutes instead of 38).
While I'm getting the database done (not RMXP, but list of all addresses in the series). I'm also going to work on the scripts/gather scripts.
Unfortunatly I have a limited knowlage of Ruby, so I was wondering if anyone would help me with this script.
Obviously, one of the first things I will need is a DHD script.
A window like that could pop up (With better graphics obviously) and you click on each "Chevron" (storing the chevron in a variable) using a mouse input script.
Once all 7 (with the possibility of 8 + 9, with a switch on) chevrons are encoded, you press the big red button in the middle
That would store all the chevrons in an array (I think that's the correct term).
Then the stargate script would have to check to see if the array is == to one stored earlier. If so, it would activate an in-game switch (which would turn the Stargate activated event on). if not, then play some strange "fail" sound and don't activate the script.
When you step through the stargate, it would check to see which array it is equal to, then transport the player to that map, (most of that bit i think can be done with events).
Obviously little things have to be added, such as a few different "looks" for the DHD. Remote dialers. An Iris, + the fact that stargates deactivate after a certain time (make it 3 minutes instead of 38).