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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Rune on March 19, 2008, 03:45:55 PM

Title: CMS... with teleport function!
Post by: Rune on March 19, 2008, 03:45:55 PM
The latest addition to my army >=D

This is another CMS, it has the ability to teleport the character to a location defined by the game creator. Instructions are throughout the script, so...

[spoiler=Script]#========================================================
#
#                      Rune's CMS # 4
#                      Ver. 1.1
#
#========================================================
#                       Features
#
#   • 4 - Person CMS
#   • Face lift since last version
#   • Teleport function
#   • Scrolling teleport window
#   • Scrolling Command window
#   • One command per line (Command window, used to be 2)
#
#========================================================
#                     Instructions
#
#   • In Scene_Save, search for
#     $scene = Scene_Menu.new(4)
#     Change the 4 to a 5
#     Repeat, there are two of these lines.
#
#   • Then, in Scene_End, search for
#     $scene = Scene_Menu.new(5)
#     Change the 5 to a 6
#     Again, repeat. There are two of these lines.
#
#   • Rest throughout script
#
#========================================================
#                        Credit
#
#   • Rune (Me)
#
#========================================================
#                    Skills Required
#
#   • Creating and handling Variables
#   • Changing Strings (Purple text in scripting)
#
#========================================================
#              Known Incompatibility Issues
#
#   • My Simple HUD, and just about everything else that
#     uses a location display.
#
#========================================================
#                    Other Comments
#
#     Any problems or queries, contact me via PM, or
#     by MSN (rune-666@hotmail.co.uk).
#
#========================================================


#========================
#
# Window_Command rewrite
#
#========================

class Window_Command < Window_Selectable
  def initialize(width, commands, style = 0, inf_scroll = 1)
    super(0, 0, width, commands.size * 32 + 32)
    @inf_scroll = inf_scroll
    @item_max = commands.size
    @commands = commands
    @style = style
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    refresh
    self.index = 0
  end
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], @style)
  end
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  def update_help
    @help_window.set_actor($game_party.actors[$scene.actor_index])
  end
end

#========================
#
# Window_MenuStatus edit
#
#========================

class Window_MenuStatus
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 100)
    end
  end
end

#========================
#
#       Menu Scene
#
#========================
class Scene_Menu
  def initialize(menu_index = 0, tele_index = -1)
    @menu_index = menu_index
    @tele_index = tele_index
  end
  def main
    s1 = "Inventory"
    s2 = "Techniques"
    s3 = "Equipment"
    s4 = "Status"
    s5 = "Teleport"
    s6 = "Save Game"
    s7 = "End Game"

#==========================================================
#
#   Change the "Town 1", "Town 2", etc, to the names
#   of the areas you would like to teleport to.
#
#   Make a variable, call it something like "Tele_Areas"
#   Change the number in square brackets ( [] ) to the
#   ID if the variable.
#
#   Whenever you want an area to become available for
#   teleportation, add 1 to the variable.
#
#   NOTE: State the areas in the order that they become
#   available. Otherwise, the function won't work
#   properly.
#
#==========================================================
    if $game_variables[1] >= 1
      t1 = "Hynda"
    else
      t1 = "-----"
    end
    if $game_variables[1] >= 2
      t2 = "Kelva"
    else
      t2 = "-----"
    end
    if $game_variables[1] >= 3
      t3 = "Strate"
    else
      t3 = "-----"
    end
    if $game_variables[1] >= 4
      t4 = "Locko"
    else
      t4 = "-----"
    end
    if $game_variables[1] >= 5
      t5 = "Fheltä"
    else
      t5 = "-----"
    end
    if $game_variables[1] >= 6
      t6 = "Numiika"
    else
      t6 = "-----"
    end
    if $game_variables[1] >= 7
      t7 = "Rech"
    else
      t7 = "-----"
    end
    if $game_variables[1] >= 8
      t8 = "Vraij"
    else
      t8 = "-----"
    end
    if $game_variables[1] >= 9
      t9 = "Klé"
    else
      t9 = "-----"
    end
    if $game_variables[1] >= 10
      t10 = "Medolin"
    else
      t10 = "-----"
    end
    if $game_variables[1] >= 11
      t11 = "Valraika"
    else
      t11 = "-----"
    end
    if $game_variables[1] >= 12
      t12 = "Lohn"
    else
      t12 = "-----"
    end
    if $game_variables[1] >= 13
      t13 = "Govik"
    else
      t13 = "-----"
    end
    if $game_variables[1] >= 14
      t14 = "Cärukta"
    else
      t14 = "-----"
    end
#==========================================================
#
#   To make extra options, simply add underneath that
#   last end:
#
#       if $game_variables[1] >= 15
#      t13 = "Town15"
#    else
#      t13 = "-----"
#    end
#    if $game_variables[1] >= 16
#      t14 = "Town16"
#    else
#      t14 = "-----"
#    end
#
#   And so on...
#
#==========================================================

    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7], 1, 1)
    @command_window.index = @menu_index
    @command_window.x = 480
    @command_window.y = 0
    @command_window.height = 32 * 5 + 1
   
#==========================================================
#
#   At the end of the following line, make sure there
#   are as many 't' numbers, as there are 't' options
#   listed above.
#
#==========================================================
    @tele_window = Window_Command.new(160, [t1, t2, t3, t4, t5, t6, t7, t8, t9, t10, t11, t12, t13, t14], 1, 1)
    @tele_window.index = @tele_index
    @tele_window.x = 480
    @tele_window.y = 320
    @tele_window.height = 32 * 5
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end

#==========================================================
#
#   If "Save" is disabled, so is "Teleport". To remove
#   this feature, simply remove:
#     @command_window.disable_item(4)
#
#==========================================================
    if $game_system.save_disabled
      @command_window.disable_item(4)
      @command_window.disable_item(5)
    end

#==========================================================
#
#   Again, change the number in square brackets to the
#   ID of the variable you made earlier.
#
#==========================================================
    if $game_variables[1] < 1
      @tele_window.disable_item(0)
    end
    if $game_variables[1] < 2
      @tele_window.disable_item(1)
    end
    if $game_variables[1] < 3
      @tele_window.disable_item(2)
    end
    if $game_variables[1] < 4
      @tele_window.disable_item(3)
    end
    if $game_variables[1] < 5
      @tele_window.disable_item(4)
    end
    if $game_variables[1] < 6
      @tele_window.disable_item(5)
    end
    if $game_variables[1] < 7
      @tele_window.disable_item(6)
    end
    if $game_variables[1] < 8
      @tele_window.disable_item(7)
    end
    if $game_variables[1] < 9
      @tele_window.disable_item(8)
    end
    if $game_variables[1] < 10
      @tele_window.disable_item(9)
    end
    if $game_variables[1] < 11
      @tele_window.disable_item(10)
    end
    if $game_variables[1] < 12
      @tele_window.disable_item(11)
    end
    if $game_variables[1] < 13
      @tele_window.disable_item(12)
    end
    if $game_variables[1] < 14
      @tele_window.disable_item(13)
    end
#==========================================================
#
#   This makes unavailable options appear in gray.
#
#   To add more to suit your selection of areas, simply
#   add after that last end:
#
#   if $game_variables[1] < 15
#     @tele_window.disable_item(14)
#   end
#   if $game_variables[1] < 16
#     @tele_window.disable_item(15)
#   end
#
#   And so on..
#
#   NOTE: The numbers in the brackets (curved) and the
#   numbers at the end of the lines that start with 'if'
#   are different for a reason! The index for the
#   bracketed numbers starts at 0.
#
#==========================================================
# Do not edit below until the next comment
#==========================================================
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 480
    @playtime_window.y = 160
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 256
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @tele_window.dispose
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  def update
    @tele_window.update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
    if @tele_window.active
      update_tele
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0

#==========================================================
#
#   If "Teleport" is not disabled when "Save" is,
#   delete the lines in-between the green lines.
#
#==========================================================
      when 4
#----------------------------------------------------------
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#----------------------------------------------------------
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @tele_window.active = true
        @tele_window.index = 0
      when 5
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 6
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
  def update_tele
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @tele_window.active = false
      @tele_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @tele_window.index

#==========================================================
#
#   Once again, change the number in square brackets to
#   the ID of the variable you made before.
#
#==========================================================
      when 0
        if $game_variables[1] >= 1
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
#==========================================================
#
#   Change the ! to the ID of the map you would like
#   this option to teleport the character to.
#
#==========================================================
          $game_map.setup("8")

#==========================================================
#
#   These are the co-ordinates of the position you would
#   like to teleport to. The first 0 is the x co-ordinate
#   and the second 0 is the y co-ordinate. (x, y)
#
#==========================================================
          $game_player.moveto(5, 7)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
#
#   The above three comments apply for all the options.
#   Repeat them for each of the options. To help you
#   distinguish between each option, I have separated
#   them with green lines.
#
#==========================================================
      when 1
        if $game_variables[1] >= 2
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 2
        if $game_variables[1] >= 3
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 3
        if $game_variables[1] >= 4
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 4
        if $game_variables[1] >= 5
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 5
        if $game_variables[1] >= 6
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 6
        if $game_variables[1] >= 7
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 7
        if $game_variables[1] >= 8
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 8
        if $game_variables[1] >= 8
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 9
        if $game_variables[1] >= 10
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 10
        if $game_variables[1] >= 11
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 11
        if $game_variables[1] >= 12
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 12
        if $game_variables[1] >= 13
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
      when 13
        if $game_variables[1] >= 14
          $game_system.se_play($data_system.decision_se)
          Audio.bgm_stop
          Graphics.frame_count = 0
          $game_map.setup("!")
          $game_player.moveto(0, 0)
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $scene = Scene_Map.new
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
#==========================================================
#
#   If you have more than 14 options, add, after that
#   last end:
#         when 14
#        if $game_variables[1] >= 15
#          $game_system.se_play($data_system.decision_se)
#          Audio.bgm_stop
#          Graphics.frame_count = 0
#          $game_map.setup("!")
#          $game_player.moveto(0, 0)
#          $game_player.refresh
#          $game_map.autoplay
#          $game_map.update
#          $scene = Scene_Map.new
#        else
#          $game_system.se_play($data_system.buzzer_se)
#          return
#        end
##==========================================================
#      when 15
#        if $game_variables[1] >= 16
#          $game_system.se_play($data_system.decision_se)
#          Audio.bgm_stop
#          Graphics.frame_count = 0
#          $game_map.setup("!")
#          $game_player.moveto(0, 0)
#          $game_player.refresh
#          $game_map.autoplay
#          $game_map.update
#          $scene = Scene_Map.new
#        else
#          $game_system.se_play($data_system.buzzer_se)
#          return
#        end   
#
#   And so on...
#
#   Repeat the last few comments again with these new
#   additions.
#
#==========================================================

      end
      return
    end
  end
end

[/spoiler]

[spoiler=Version History]
V.1
• 3 - Person CMS
• Everything in one window
• Teleport function
• Scrolling teleport window
• Location display
• Two commands on one line (Command window)

V.1.1
• 4 - Person CMS
• Face lift
• Teleport function
• Scrolling teleport window
• Scrolling Command window
• One command per line (Command window)
[/spoiler]

Screenies:

Normal
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FTelcms-1.jpg&hash=9a85fa74de7f530e14c07a6bb70c764d7b079343)[/spoiler]

The Teleport function, the first seven areas are available.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FTelcms-2.jpg&hash=63b9a8281e71a4fbeed3d5d2a62925d2e195384b)[/spoiler]

Known Incompatibility Issue(s)

  • My HUD, and just about everything else that
     uses a location display.


Any problems, queries or other, contact me ;)
Title: Re: 3-Person CMS... with teleport function!
Post by: Rune on March 22, 2008, 11:41:02 AM
No-one?
Title: Re: 3-Person CMS... with teleport function!
Post by: modern algebra on March 22, 2008, 04:44:52 PM
To be honest, I think it's kind of ugly. The teleport fiunction is cool, but a one-window CMS is kind of ugly. I would suggest making those other windows visible and shrinking the main window.

Of course, that just an opinion. Others might say different.
Title: Re: 3-Person CMS... with teleport function!
Post by: Falcon on March 22, 2008, 05:12:04 PM
Seconded, it's a horrible design, we put those borders for a reason.

A teleport menu could be pretty cool though.
Title: Re: 3-Person CMS... with teleport function!
Post by: Rune on March 22, 2008, 08:17:06 PM
I can see what you mean. This isn't my best script. I guess I kinda focused on the teleport function more than anything. :-\

I also found a bug with it, after teleporting, attempting to open the menu again results in an error in the location window. I'll see if I can sort that out.

When I get the time, I'll work more on the design, and hopefully update with that bug fix. ;)
Title: Re: CMS... with teleport function!
Post by: Rune on March 23, 2008, 01:28:32 PM
The script has been updated, with a face lift. Unfortunately, I had to remove the location window due to incompatibility within the script, and a slight size issue. I also found an incompatibility issue with everything else that utilizes this feature. However, I am currently trying to work out how to solve this problem.
Any comments, questions or criticism, would be greatly appreciated ;)
Title: Re: CMS... with teleport function!
Post by: Demonic Blade on March 26, 2008, 01:38:23 PM
I dunno if this is what Falcon meant, but if you could do so that "Teleport" opens up another menu, then you'd still be able to have the "Location"? I dunno, but if not a Location window, then how about a "Completion" window? I've only seen one CMS so far with that, and it's a great idea, when you just assign it to a variable in-game!
Title: Re: CMS... with teleport function!
Post by: Rune on March 26, 2008, 04:21:07 PM
Nah, once the function has been used, everything that implements a location display falls out with it.

As for the completion window, that would be possible, but hard to add into this particular script due to room issues.
Title: Re: CMS... with teleport function!
Post by: Demonic Blade on March 26, 2008, 05:35:12 PM
Hah hah, okay, man you must hate me after all these comments on your scripts :D
Title: Re: CMS... with teleport function!
Post by: Rune on March 26, 2008, 10:55:16 PM
Nah, I appreciate the comments, criticism, and suggestions :P
Title: Re: CMS... with teleport function!
Post by: Demonic Blade on March 27, 2008, 05:53:15 PM
Muahaha! Well then don't stop scripting!
Title: Re: CMS... with teleport function!
Post by: Rune on March 28, 2008, 01:31:34 PM
Not for a long while :D
Title: Re: CMS... with teleport function!
Post by: Demonic Blade on March 29, 2008, 08:55:21 AM
Great! I like your scripts! I've used 5 of your scripts for my Demonic Blade game so far
[offtopic] (and I don't intend to stop. Lemme take a look at the Status Screen you  made and the number might increase to 6... ) [/offtopic]
Title: Re: CMS... with teleport function!
Post by: Caesis on May 11, 2008, 12:12:14 PM
Tele idea would be good, but how exactly does it work?

And the CMS - yeah, its not great at all.
Title: Re: CMS... with teleport function!
Post by: Demonic Blade on May 12, 2008, 01:05:45 PM
             :nono:
So you necroposted to say you didn't like it...
I'd suggest you also come with suggestions for Rune, instead of just saying that it's not very great. But I doubt the menu itself is the interesting thing. You'd want to look at the teleporting option instead of the menu layout, which, true enough, is much like the default menu ;)
Title: Re: CMS... with teleport function!
Post by: Rune on May 12, 2008, 04:07:01 PM
I agree there, but tbh, any comments are thanked for.

But yeah, Caesis, this script focuses more on the teleport function than appearance. :P

Since you asked:
Quote from: Teh Script

#==========================================================
#
#   Change the "Town 1", "Town 2", etc, to the names
#   of the areas you would like to teleport to.
#
#   Make a variable, call it something like "Tele_Areas"
#   Change the number in square brackets ( [] ) to the
#   ID if the variable.
#
#   Whenever you want an area to become available for
#   teleportation, add 1 to the variable.
#
#   NOTE: State the areas in the order that they become
#   available. Otherwise, the function won't work
#   properly.
#
#==========================================================

Basically, that's it. Once an option becomes available, it will appear in the bottom window, which you can then use to teleport to the designated area. You can set the exact tile to teleport to further down the script. ;)

Quote from: Demonic Blade on May 12, 2008, 01:05:45 PM
I'd suggest you also come with suggestions for Rune, instead of just saying that it's not very great.
Agreed, not having a dig or anything, but could you please post with something a little more descriptive next time? ;)

Thanks for that DB also :P
Title: Re: CMS... with teleport function!
Post by: Helladen on June 02, 2008, 07:26:24 PM
I'll check this out in a little bit when I get more time.
Title: Re: CMS... with teleport function!
Post by: Rune on June 02, 2008, 07:32:58 PM
Looking forward to feedback ;)