map transitions

● ARCHIVED · READ-ONLY
Started by newfarap 20 posts View original ↗
  1. total noob to rpg maker, ive made 100 default sized rooms that i want to connect, think links awakening.


    ive tried following scripts online, but noone explains how to get map ids. Honestly im really sorry, but if there is a comprehensive guide of how to connect maps without spending hundreds of hours putting events on maps, or if someone familar with the system can explain what i have to do to get

    [embedded media]

    to work, i would be extremely grateful. Thank you

    Edit: to elaborate i dont understand how ids work. i dont understand how to get section ids.
  2. I've moved this thread to Script Support. Thank you.


    I also merged your second post with your first. We ask that people don't double post (= posting right after yourself). Instead, if you want to add something after you posted, please use the 'Edit' button to do so. :)
  3. how do you get that map id for each screen?
  4. newfarap said:
    Edit: to elaborate i dont understand how ids work. i dont understand how to get section ids.
    IDs are the numbers used to identify everything in the lists, because a computer can only work with numbers.
    They are displayed before the name on any entry anywhere - the actor IDs for example are the numbers in front of the actor name in the actor list in the database, the map IDs are the numbers in front of the map name at the status line below the map (and in the name itself if you didn't rename the map) and so on.
  5. ahh! thank you both very much
  6. <connect map: map_id offset_x offset_y>

    can someone help me very specifically here? what do i need to change these to? i just editted what i thought was the right thing for ech room and it isnt working
  7. what did you think they were? the description on hime's website is rather to the point.
    and we can't simply tell you what numbers to place there, because that depends on your specific maps. You need to set and calculate those numbers yourself.
  8. <connect map: 12 51 52>

    i put correctly on every map and its not working still.
    if anyone has familiarity with getting this script working, itd be cool to hear how!
  9. and how have you calculated those numbers 51 and 51?
    besides - why do you put only one tag on the maps? do you want to have every map a connection to map 12 only?
  10. i caclulated the 17 x 13 grid that it describes. i have all of them correctly tagged. Is there anyway of sectioning these off from the rest? It talks about having only one tileset, but only the ones attached have it. It just lets me walk downard and it recursively loads in the same room, and i cant go to the sides
  11. of course you can only go to one side if you have only one notetag.
    the notetag tells where to place and connect one map - if you want a two-directional connection, then you need two notetags on every map. And if your mapsize is 17x13, then any offset of 50 is idiotic.

    What is your first map, the one you want to be the top left corner? How large is that map in tiles?
    Which map (ID) you want to follow below, and which map (ID) you want to follow to the right?

    These questions are needed to calculate the notetags to be placed on the first map. And then you need to do the same for all following maps
  12. i have 30, 17 by 13 block maps

    starting at 0,0 and going to 68,65 i have them laid out in the matrix that the script describes, with the proper id tags.

    im not sure where idiocy comes into play?
  13. that does not answer all my questions.
    But if you use the proper ID tags, then please give me the full notetag for your first map - not the single line you gave above. Yes, that is a longer list - use spoiler if it is too long.
    But only with that info someone can check if your notetag is correct.

    EDIT P.S.
    I called that notetag idiotic because as a single line it cannot work at all, it would only work if it is among the last lines in a very high number of notetags on a single map.
  14. <connect map: 4 51 26> the first id tag,

    <connect map: 33 0 0> is the most topleft

    im not sure what you mean by notetag. i really appreciate the help in this
  15. im sorry its just genuinely mind boggling that this is something you have to mod into the game, and you have to have intensive scripting knowledge to get it to work. How do people make games without this? Am i missing something here? Has everyone already figured this out and have it working in their games? I dont understand what people do without this
  16. You are saying <connect map: 4 51 26> when you said you only have 17 x 13 maps. and you have 30 of those.
    So you would have a range of <connect map: 1-30 0-17 0-13> unless your using absolute positioning, then it makes sense.
    But why do you need to have the player be able to transfer to another map when at any position on the edge of the map?
    Normally you have just a few spots on each side and you place/draw tiles (like a tree or wall) on the map on the remaining spots to block access to the edge. This is easy to do without a script.

    Are you using the Himeworks Connected Maps script?
    If so, then unless you have then nicely lined up in a sort of square format, you should probably use the recursive positioning method.
  17. newfarap said:
    im sorry its just genuinely mind boggling that this is something you have to mod into the game, and you have to have intensive scripting knowledge to get it to work. How do people make games without this? Am i missing something here?
    Yes, I think that you're missing something here.

    The first question for example is why you're using a map connection script at all if your maps are only 17x13 in tiles.
    The default VXA maps can go up to 500x500 without any scripts, scripts like this are for cases where the map is larger than that.

    Second, notetag is the name for all those preformatted strings like <connect map: 4 3 2>.

    newfarap said:
    <connect map: 4 51 26> the first id tag,
    <connect map: 33 0 0> is the most topleft
    these tags basically show that you didn't understand the numbers at all.
    None of these tags should ever have offset 0 0, because that doesn't make any sense.

    If your maps have a size of 17x13, then the MINIMUM offset would be 17 horizontally and 13 vertically.
    The first map you have would go from coordinates 0-16 and 0-12.
    The second map needs an offset of 17 if it was to cennect to the right of your first map that ends with 16.
    And for all those maps to be connected to a single large map, all the <connect notetags need to be in the first map, none in the other maps.

    But back to the first question: why did you split your map into thirty 17x13 maps instead of making one map of 100x100 or so?
  18. i have made 5 x 6 grid of an overworld similar links awakening.
    im planning on doing alot more

    i paid a ton of attention to have each screen having specific camera tricks and visuals by having each screen not scroll, but to jump when you get to the edge.
    Im not sure this script will work even if i get it working. hmm.

    sorry, i have zero scripting knowledge, this stuff isnt my background at, alot moreso otherthings, i apologize for my frustrations.

    is there commission work for scripts in this community?