Can someone tell me who made this, and possible what it dose?,
I think it is a script to teleport you from a vehicle, to a map by pushing a button. Like entering the inside of a vehicle from the world map?, but I'm not shore I can't code or read it? Any help would be great!
Thanks
~prepe~
Code:
#==============================================================================
# ★ FSG_Teleport ver 0.12 By Mackie at www.tekepon.net
#------------------------------------------------------------------------------
# Been to the city and choose the moment to move the Teleport is available
# Item skills and allow you to the script material.
#==============================================================================
# â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½
module FSG
module Teleport
# â–¼ identifying string of Teleport
# The string of Notes that are included when the Teleport is assumed.
# [Effective range is None, when available, the menu only.
SIGNATURE = "*TELEPORT"
# â–¼ Teleport allow switch ID
# This number switch to ON, the Teleport is available.
# Ongoing events in the dungeon, and you can is OFF.
PERMISSION_SID = 1
# â–¼ Move to allow vehicles switch ID
# ON switch to the number of the vehicle when Teleport moves are effective.
# Front of the vehicle, such as OFF If you do not want to move on please.
ENABLE_BOAT_SID = 1 # boat
ENABLE_SHIP_SID = 1 # ship
ENABLE_AIRSHIP_SID = 1 # airship
# â–¼ allow Teleport set of embarkation
# If you ride, whether to allow Teleport set.
# Permit, even if you allow Teleport Teleport when the switch is OFF.
# (True: Allow false: Do not allow)
ENABLE_IN_VEHICLE = true
# â–¼ Teleport location data table
# Switch ID, name the player to move the boat to move a large ship's destination,
# Airship to move in order to store enough of an array of ranks.
# ON corresponding to the switch the location to teleport there.
#
# <How to specify the destination>
# Players, each of the following vehicles, please specify.
# [Map ID, X coordinate, Y coordinates, after moving orientation (numeric response, as if 0)
# Players are required to move the vehicle to move the case out of [].
PLACES =
[
[1, "Location A", [1, 0, 0, 0], [1, 1, 0, 0], [1, 2, 0, 0], [1, 3, 0, 0]],
[1, "where B", [1, 0, 0, 0], [], [], []],
[1, "Location C", [1, 0, 0, 0], [], [], []],
] # End PLACES
# â–¼ SE runtime Teleport
# SE name, volume, pitch, in that order, please specify.
# (If you do not specify [])
SE = ["Teleport", 80, 100]
end
end
# â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½ â–² â–½
module FSG
# Script introduced flag
RGSS = {} unless defined?(RGSS)
RGSS["Teleport"] = true
end
module FSG::Teleport
#--------------------------------------------------------------------------
# ☆determine Teleport available
#--------------------------------------------------------------------------
def self.can_use?
return false if $game_temp.in_battle
return false if PLACES.empty?
return false unless $game_switches[PERMISSION_SID]
return false if (not ENABLE_IN_VEHICLE and $game_player.in_vehicle?)
PLACES.each {|place| return true if $game_switches[place[0]]}
return false
end
#--------------------------------------------------------------------------
# ☆Players move
# Places: at Teleport data (sequence)
#--------------------------------------------------------------------------
def self.set_player(places)
place = places[2]
$game_player.reserve_transfer(place[0], place[1], place[2], place[3])
end
#--------------------------------------------------------------------------
# ☆Vehicles move
# Places: at Teleport data (sequence)
#--------------------------------------------------------------------------
def self.set_vehicles(places)
# Boat
if $game_switches[ENABLE_BOAT_SID]
place = places[3]
unless place.empty?
$game_map.boat.set_location(place[0], place[1], place[2])
$game_map.boat.set_direction(place[3])
end
end
# Ship
if $game_switches[ENABLE_SHIP_SID]
place = places[4]
unless place.empty?
$game_map.ship.set_location(place[0], place[1], place[2])
$game_map.ship.set_direction(place[3])
end
end
# Airship
if $game_switches[ENABLE_AIRSHIP_SID]
place = places[5]
unless place.empty?
$game_map.airship.set_location(place[0], place[1], place[2])
$game_map.airship.set_direction(place[3])
end
end
end
module Sound
# Teleport
def self.play_teleport
RPG::SE.new(SE[0], SE[1], SE[2]).play unless SE.empty?
end
end
end
#==============================================================================
class RPG::UsableItem
#--------------------------------------------------------------------------
# ☆Teleport for determining whether or not
#--------------------------------------------------------------------------
def is_teleport?
return @note.include?(FSG::Teleport::SIGNATURE)
end
end
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# â—‹ determine the skills available
# Skill: skill
#--------------------------------------------------------------------------
alias _FSG_Teleport_skill_can_use? skill_can_use?
def skill_can_use?(skill)
return false unless skill.is_a?(RPG::Skill)
return FSG::Teleport::can_use? if skill.is_teleport?
return _FSG_Teleport_skill_can_use?(skill)
end
end
class Game_Party
#--------------------------------------------------------------------------
# â—‹ available in judgement
# Item: Item
#--------------------------------------------------------------------------
alias _FSG_Teleport_item_can_use? item_can_use?
def item_can_use?(item)
return false unless item.is_a?(RPG::Item)
return false if item_number(item) == 0
return FSG::Teleport::can_use? if item.is_teleport?
return _FSG_Teleport_item_can_use?(item)
end
end
class Game_Player
#--------------------------------------------------------------------------
# â—‹ published instance variable
#--------------------------------------------------------------------------
attr_accessor :fsg_teleport_places # data at Teleport
#--------------------------------------------------------------------------
# â—‹ object initialization
#--------------------------------------------------------------------------
alias _FSG_Teleport_initialize initialize
def initialize
_FSG_Teleport_initialize
@fsg_teleport_places = []
end
#--------------------------------------------------------------------------
# â—‹ moved execution
#--------------------------------------------------------------------------
alias _FSG_Teleport_perform_transfer perform_transfer
def perform_transfer
fsg_prepare_teleport
_FSG_Teleport_perform_transfer
fsg_perform_teleport
end
#--------------------------------------------------------------------------
# ☆Teleport reservation
# Places: at Teleport data (sequence)
#--------------------------------------------------------------------------
def fsg_reserve_teleport(places)
@fsg_teleport_places = places
FSG::Teleport::set_player(places)
end
#--------------------------------------------------------------------------
# ☆Preparing Teleport
#--------------------------------------------------------------------------
def fsg_prepare_teleport
return if @fsg_teleport_places.empty?
return unless in_vehicle?
$game_map.vehicles[@vehicle_type].get_off # processing step down
@vehicle_type = -1 # erase type vehicles
@move_speed = 4 # move back to speed
@through = false # through OFF
@walking_bgm.play # return BGM
end
#--------------------------------------------------------------------------
# ☆Teleport run
#--------------------------------------------------------------------------
def fsg_perform_teleport
return if @fsg_teleport_places.empty?
FSG::Teleport::Sound.play_teleport
FSG::Teleport::set_vehicles(@fsg_teleport_places)
@fsg_teleport_places = []
@transparent = false # transparent lift
make_encounter_count # a initial count of encounter
end
end
#==============================================================================
# ★ Window_Teleport
#------------------------------------------------------------------------------
# Teleport at the suggestion of a list of the window.
#==============================================================================
class FSG_Window_Teleport < Window_Selectable
#--------------------------------------------------------------------------
# ☆object initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 272, 416)
refresh
end
#--------------------------------------------------------------------------
# ☆Item acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ☆Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
for place in FSG::Teleport::PLACES
if $game_switches[place[0]]
@data.push(place)
end
end
@item_max = [@data.size, 1].max
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ☆Also drawing
# Index: item numbers
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
place = @data[index]
if place != nil
self.contents.draw_text(rect, place[1])
end
end
end
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# â—‹ start processing
#--------------------------------------------------------------------------
alias _FSG_Teleport_start start
def start
_FSG_Teleport_start
@teleport_window = FSG_Window_Teleport.new
fsg_hide_teleport_window
end
#--------------------------------------------------------------------------
# â—‹ termination
#--------------------------------------------------------------------------
alias _FSG_Teleport_terminate terminate
def terminate
_FSG_Teleport_terminate
@teleport_window.dispose
end
#--------------------------------------------------------------------------
# â—‹ frame update
#--------------------------------------------------------------------------
alias _FSG_Teleport_update update
def update
teleport_active = @teleport_window.active
_FSG_Teleport_update
@teleport_window.update
if teleport_active
fsg_update_teleport_selection
end
end
#--------------------------------------------------------------------------
# â—‹ Item decision
#--------------------------------------------------------------------------
alias _FSG_Teleport_determine_item determine_item
def determine_item
if @item.is_teleport?
fsg_show_teleport_window(@item_window.index % 2 == 0)
else
_FSG_Teleport_determine_item
end
end
#--------------------------------------------------------------------------
# ☆Display TEREPOTOUINDOU
# Right: right justification flags (false, left justification)
#--------------------------------------------------------------------------
def fsg_show_teleport_window(right)
@item_window.active = false
width_remain = 544 - @teleport_window.width
@teleport_window.x = right ? width_remain : 0
@teleport_window.visible = true
@teleport_window.active = true
@teleport_window.index = 0
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@teleport_window.width, 0, width_remain, 416)
@viewport.ox = @teleport_window.width
end
end
#--------------------------------------------------------------------------
# ☆Hide TEREPOTOUINDOU
#--------------------------------------------------------------------------
def fsg_hide_teleport_window
@item_window.active = true
@teleport_window.visible = false
@teleport_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# ☆Teleport selected update
#--------------------------------------------------------------------------
def fsg_update_teleport_selection
if Input.trigger?(Input::B)
Sound.play_cancel
fsg_hide_teleport_window
elsif Input.trigger?(Input::C)
fsg_determine_teleport
end
end
#--------------------------------------------------------------------------
# ☆Teleport decision
#--------------------------------------------------------------------------
def fsg_determine_teleport
places = @teleport_window.item
if places == nil
Sound.play_buzzer
else
Sound.play_use_item
$game_party.last_item_id = @item.id
$game_party.consume_item(@item)
$game_player.fsg_reserve_teleport(places)
$scene = Scene_Map.new
end
end
end
class Scene_Skill
#--------------------------------------------------------------------------
# â—‹ start processing
#--------------------------------------------------------------------------
alias _FSG_Teleport_start start
def start
_FSG_Teleport_start
@teleport_window = FSG_Window_Teleport.new
fsg_hide_teleport_window
end
#--------------------------------------------------------------------------
# â—‹ termination
#--------------------------------------------------------------------------
alias _FSG_Teleport_terminate terminate
def terminate
_FSG_Teleport_terminate
@teleport_window.dispose
end
#--------------------------------------------------------------------------
# â—‹ frame update
#--------------------------------------------------------------------------
alias _FSG_Teleport_update update
def update
teleport_active = @teleport_window.active
_FSG_Teleport_update
@teleport_window.update
if teleport_active
fsg_update_teleport_selection
end
end
#--------------------------------------------------------------------------
# â—‹ decision skills
#--------------------------------------------------------------------------
alias _FSG_Teleport_determine_skill determine_skill
def determine_skill
if @skill.is_teleport?
fsg_show_teleport_window(@skill_window.index % 2 == 0)
else
_FSG_Teleport_determine_skill
end
end
#--------------------------------------------------------------------------
# ☆Display TEREPOTOUINDOU
# Right: right justification flags (false, left justification)
#--------------------------------------------------------------------------
def fsg_show_teleport_window(right)
@skill_window.active = false
width_remain = 544 - @teleport_window.width
@teleport_window.x = right ? width_remain : 0
@teleport_window.visible = true
@teleport_window.active = true
@teleport_window.index = 0
if right
@viewport.rect.set(0, 0, width_remain, 416)
@viewport.ox = 0
else
@viewport.rect.set(@teleport_window.width, 0, width_remain, 416)
@viewport.ox = @teleport_window.width
end
end
#--------------------------------------------------------------------------
# ☆Hide TEREPOTOUINDOU
#--------------------------------------------------------------------------
def fsg_hide_teleport_window
@skill_window.active = true
@teleport_window.visible = false
@teleport_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# ☆Teleport selected update
#--------------------------------------------------------------------------
def fsg_update_teleport_selection
if Input.trigger?(Input::B)
Sound.play_cancel
fsg_hide_teleport_window
elsif Input.trigger?(Input::C)
fsg_determine_teleport
end
end
#--------------------------------------------------------------------------
# ☆Teleport decision
#--------------------------------------------------------------------------
def fsg_determine_teleport
places = @teleport_window.item
if places == nil
Sound.play_buzzer
else
Sound.play_use_skill
@actor.last_skill_id = @skill.id
@actor.mp -= @actor.calc_mp_cost(@skill)
$game_player.fsg_reserve_teleport(places)
$scene = Scene_Map.new
end
end
end
I think it is a script to teleport you from a vehicle, to a map by pushing a button. Like entering the inside of a vehicle from the world map?, but I'm not shore I can't code or read it? Any help would be great!
Thanks
~prepe~