Hi, I don't feel to request this very simple script so I decide to make it myself.
I'd like to show area name along with map name within the menu. I replaced the step counter (as it's useless to me) with map name. The problem is I have some maps within defined areas, so map name within the menu no longer shows informative name of where the player is currently.
For example, let's say that I have an area (I'd call "supermap") called "Town X". This area has some maps ("submaps"), for example "House", "Pub", and "Inn". Instead of displaying this:
I'd like to display something like this
I don't know how to refer to the RMXP map tree since I've classified the supermaps and submaps during design. Can I refer to it?
If can't, so far I can think of this:
1. Create a Hash consisting of supermaps' and submaps' IDs. Unfortunately, I don't really understand how to use Hash. I know that Hash has a format something like key ==> value[, value, ...], but I don't know in my case which should be key and value.
2. Within any Game_XXX class (I don't know which one still), in update method I should check the mapID to display the appropriate super- and submap (using the Hash table from step 1).
The only problem with this is when I have more than one level of submaps. For example, within "House" map I can have submaps as "Bathroom", "Dining room", etc.. Of course, I limit myself to have maximum 3 levels of submaps (so "Bathroom" map will be the deepest level, since it's already in level 3). Furthermore, the display would be something like this:
How could I handle this with my algorithm above?
In addition, I also display the chapter number (my game consists of chapters) above the map name. I use a in-game variable for this purpose, but in Submitted Request section I discover that I must limit using in-game variable. Why is it?
So far, this what I do to display chapter name (I'm not sure since I don't bring my project along with me, but it's should be within Window_Step class:
To change chapter number, I just use regular event such as this:
Should I add a script variable for this purpose (since it works well) instead? If yes, should I add it to Game_System class or anywhere else?
Any help would be appreciated (and credited when necessary). Thank you.
I'd like to show area name along with map name within the menu. I replaced the step counter (as it's useless to me) with map name. The problem is I have some maps within defined areas, so map name within the menu no longer shows informative name of where the player is currently.
For example, let's say that I have an area (I'd call "supermap") called "Town X". This area has some maps ("submaps"), for example "House", "Pub", and "Inn". Instead of displaying this:
Code:
House <<-- only the submap name
I'd like to display something like this
Code:
[color=blue]Town X[/color] <<-- this is the supermap name
House <<-- submap name
I don't know how to refer to the RMXP map tree since I've classified the supermaps and submaps during design. Can I refer to it?
If can't, so far I can think of this:
1. Create a Hash consisting of supermaps' and submaps' IDs. Unfortunately, I don't really understand how to use Hash. I know that Hash has a format something like key ==> value[, value, ...], but I don't know in my case which should be key and value.
2. Within any Game_XXX class (I don't know which one still), in update method I should check the mapID to display the appropriate super- and submap (using the Hash table from step 1).
The only problem with this is when I have more than one level of submaps. For example, within "House" map I can have submaps as "Bathroom", "Dining room", etc.. Of course, I limit myself to have maximum 3 levels of submaps (so "Bathroom" map will be the deepest level, since it's already in level 3). Furthermore, the display would be something like this:
Code:
Town X <<-- level 1 map
House - Bathroom
^ ^
level 2 level 3 map
map
How could I handle this with my algorithm above?
In addition, I also display the chapter number (my game consists of chapters) above the map name. I use a in-game variable for this purpose, but in Submitted Request section I discover that I must limit using in-game variable. Why is it?
So far, this what I do to display chapter name (I'm not sure since I don't bring my project along with me, but it's should be within Window_Step class:
Code:
text = $game_variables[1]
draw_text(0, 0, 48, 32, text)
To change chapter number, I just use regular event such as this:
Code:
<> Some events here...
<> Variable[0001]: Set = 8 <<-- the new chapter number
<> Some events here...
Should I add a script variable for this purpose (since it works well) instead? If yes, should I add it to Game_System class or anywhere else?
Any help would be appreciated (and credited when necessary). Thank you.