This script here works in VX but not in VXAce. I'm not very good with scripting here so I was wondering if anyone knew how to get this to work in VXAce?
It was written by GubiD I think.
Code:
module DQ_Save #--------------------------------------------------------------------------- # Church Maps - An Array of all MAP_ID's that are 'churches' #--------------------------------------------------------------------------- Church_Maps = [1] #--------------------------------------------------------------------------- # Spawn Text - Text used to locate which event on map is the 'spawn' used # when reviving or teleporting to a church. #--------------------------------------------------------------------------- Spawn_Text = "CHURCH_SPAWN" #--------------------------------------------------------------------------- # Teleport Animation ID - Animation ID to be played when you 'Teleport' #--------------------------------------------------------------------------- Teleport_Animation_ID = 41 #--------------------------------------------------------------------------- # Poisen State - State ID from the Database that is 'poisen' #--------------------------------------------------------------------------- Poisen_State = 2 #--------------------------------------------------------------------------- # Curse State - State ID from the database that is 'curse' #--------------------------------------------------------------------------- Curse_State = 3end#---------------------------------------------------------------------------# Game Player - Edits for DQ Save system#---------------------------------------------------------------------------class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Execute Player Transfer - edited to set 'last visited' and store 'visited' list. #-------------------------------------------------------------------------- alias gm_plyr_perf_transfer_DQ_Save perform_transfer unless $@ def perform_transfer if @transferring and DQ_Save::Church_Maps.include?(@new_map_id) @last_visited_church = @new_map_id visited_list(@new_map_id) end gm_plyr_perf_transfer_DQ_Save end #--------------------------------------------------------------------------- # Last Church - returns the last church that was visited #--------------------------------------------------------------------------- def last_church if @last_visited_church != nil return @last_visited_church end return nil end #--------------------------------------------------------------------------- # Visited List - Returns a list of all the visited churches #--------------------------------------------------------------------------- def visited_list(id=nil) @visit_list = [] if @visit_list == nil if id == nil return @visit_list else @visit_list << id unless @visit_list.include?(id) @visit_list.sort! return @visit_list end endend#---------------------------------------------------------------------------# Game Map - Edits for the DQ Save system#---------------------------------------------------------------------------class Game_Map #--------------------------------------------------------------------------- # Find DQ Spawn - sets the player position to the 'church spawn', used via # event comment of 'SPAWN_TEXT' defined in the DQ_Save module #--------------------------------------------------------------------------- def find_dq_spawn for event in @events.values for cmd in event.list if cmd.code ==108 and cmd.parameters[0].include?(DQ_Save::Spawn_Text) $game_player.moveto(event.x, event.y) end end end endend#---------------------------------------------------------------------------# Scene Gameover - Edits for the DQ Save system#---------------------------------------------------------------------------class Scene_Gameover < Scene_Base #-------------------------------------------------------------------------- # Update - Edited to restore play to 'last visited church' when available #-------------------------------------------------------------------------- alias scn_gm_ovr_DQ_Save_update update unless $@ def update if Input.trigger?(Input::C) if $game_player.last_church != nil $game_map.setup($game_player.last_church) $game_map.find_dq_spawn Graphics.fadeout(120) $game_map.autoplay $scene = Scene_Map.new return end end scn_gm_ovr_DQ_Save_update endend#---------------------------------------------------------------------------# Map Info Load - Loads the map data if it has not already been done. #---------------------------------------------------------------------------$map_info = load_data("Data/MapInfos.rvdata2")