View previous topic :: View next topic |
Author |
Message |
Baconlabs PURPLE IS MANLY

Joined: 15 Mar 2009 Posts: 335 Location: Tennessee
|
Posted: Mon Oct 26, 2009 7:11 pm Post subject: Saving map changes |
|
|
I've got a dungeon that's going through lots of scripted changes in its tilemap, wallmap, and settings (such as ambient music). How can I save these changes to be persistent through any conditions?
This includes entering battles, using doors, and loading saved games. |
|
Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Mon Oct 26, 2009 7:28 pm Post subject: |
|
|
This is what I'd imagine the lowest two options are for.
 |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Mon Oct 26, 2009 9:50 pm Post subject: Re: Saving map changes |
|
|
Baconlabs wrote: | This includes entering battles, using doors, and loading saved games. |
Battles - easy. You don't have to do anything special here, your map changes will always be preserved when you go to battles.
Doors - still fairly easy. Just use the menu option that Twinhamster indicated.
Loading & Saving - unfortunately impossible right now. The 'Plan for new save format' will fix this, but right now there is no good way to do it... unless you want to write out your maptiles into global variables in the higher numbered save slots... which limits you to saving very small maps, and would be a pretty big pain to get working.
Another approach is to use tags or global variables to track which maptile-modifying scripts have been run, and then run them again from your on-load script... but that method is also a lot of work. |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Mon Oct 26, 2009 10:03 pm Post subject: |
|
|
You can also do fake map changes using NPCs as pretend-maptiles. This saves you a lot of plotscripting overhead as long as your tiles use few enough colors for an NPC to work instead. _________________
|
|
Back to top |
|
 |
Baconlabs PURPLE IS MANLY

Joined: 15 Mar 2009 Posts: 335 Location: Tennessee
|
Posted: Mon Oct 26, 2009 11:28 pm Post subject: |
|
|
Hmm. Saving will present a problem, but I think I can work around it. Thanks, all. |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Thu Oct 29, 2009 5:44 am Post subject: Re: Saving map changes |
|
|
James Paige wrote: | Baconlabs wrote: | This includes entering battles, using doors, and loading saved games. |
Battles - easy. You don't have to do anything special here, your map changes will always be preserved when you go to battles. |
False. After battle, if the map state saving options are not set, the map is reset except for npc locations and data. Changes to the tilemap and passmap and map settings are erased. The way battles work saddens me greatly :( but James has a wonderful plan to fix them :)
By the way, if you choose to save either of changes to tiles (which includes the wallmap) or npcs, then changes to map settings are saved as well. Saving with the savemapstate command gives you many more options. _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Thu Oct 29, 2009 9:03 am Post subject: Re: Saving map changes |
|
|
The Mad Cacti wrote: |
False. After battle, if the map state saving options are not set, the map is reset except for npc locations and data. Changes to the tilemap and passmap and map settings are erased. |
Oh, hey! You are right! I stand corrected!
Now I remember that happens because in the old QuickBasic days, there wasn't enough memory to have the map data allocated at the same time as the battle data, so I had to free the map data when entering battle, and reload it afterwards.
Now it is just a historical thing.
The Mad Cacti wrote: |
The way battles work saddens me greatly :( but James has a wonderful plan to fix them :)
|
I do? Oh! Do you mean the ideas I added to 'Plan for implementing battlescripting#An alternate possible plan' yesterday? if so, I am glad you like it :) |
|
Back to top |
|
 |
|