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Script Hanging.....

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**
Rep:
Level 86
I am using a map script that will allow me to use a picture for the world map, this is what it is....:

Spoiler for:
Code: [Select]
#==============================================================================
# World Map Script
# by arevulopapo (rmxp.pl)
# Jul 13th 2007
#
# Updates:
# - Music volumes for map and airship added Jul 17th 2007
#
#
#
# Overview:
# This script lets you create a world map with pictures. It has built in boat
# and airship vehicles. It also allows to set different encouters (troops and
# battlebacks) for any region of the map. Also, you're able to create waypoints
# with different names displayed in a window, and, if you desire, with graphics
# (also animated). Waypoints are what transfers the player to game maps.
#
# Installation:
# Paste this section (Instructions/Settings) over the "Main", and the "World Map"
# section right under this one.
#
# General information:
# The picture of a map should be named "map.jpg" and located in the "Pictures"
# folder. Passability map (white - passable land, blue - water, black - unpassable)
# should be named "map_pass.png". Encounter map should be named "map_enc.png".
# Colors on the encounter map, and troops/backdrops assigned to them are defined
# below.
# To enter a world map from a game map call a script as follows:
# $game_system.map_coords = [x, y]
# $scene = scene_World_Map.new
# The x, y are coordinates at which the player will appear on the world map.
#
# Waypoint settings:
  WAYPOINTS = [] # This is an array for waypoints. Don't touch it!
# You add new waypoints by pasting a line of code like this:
# WAYPOINTS << [x, y, enterable, data, "name", "picture", frames, speed]
# The parameters are as follows:
# x, y      - Coordinates of the waypoint on the map.
# enterable - Set to true if a waypoint leads to some location, or false if it doesn't.
# data      - This is an array of game map ID, and position of a player on that map,
#             these are used when a waypoint is enterable, and has been entered from
#             the world map. The structure is like this: [map_id, map_x, map_y].
# "name"    - This is the name that will be displayed in the window if a player is
#             close to the waypoint. If the name is "" - the window won't open.
# "picture" - Filename of the picture for the waypoint. If "" no graphic will be displayed.
# frames    - If the waypoint is animated insert the frames number of the graphic.
#             The frames should be in one row (see exaples in the "Pictures" folder).
# speed     - Speed od animation between multiple frames.
#
# Exaple waypoints present on map:
  WAYPOINTS << [690, 470, true, [1,9,13], "Mountain Path", "", 1, 10]
  WAYPOINTS << [979, 640, false, [], "Obelisk", "obelisk.png", 1, 10]
  WAYPOINTS << [800, 800, false, [], "", "flowers.png", 4, 10]
#
# Encounter settings:
  ENCOUNTER_TERRAINS = [] # This is an array for encounters. Don't touch it!
# Add new terrains by pasting the following code:
# ENCOUNTER_TERRAINS << [color, troops, "back"]
# The parameters are as follows:
# color     - A color on the "map_enc.png", defined as Color.new(red,green,blue).
# troops    - Array of troops possible to encounter. Examples: [1], [2,5,30], etc.
# "back"    - Filename of the battle backgroun from the "Battlebacks" folder.
# Example encouter terrains present in this demo:
  ENCOUNTER_TERRAINS << [Color.new(0,128,0), [1,2,3], "002-Woods01"]
  ENCOUNTER_TERRAINS << [Color.new(0,255,0), [10,12,31], "001-Grassland01"]
  ENCOUNTER_TERRAINS << [Color.new(0,255,255), [11,22,32], "006-Desert01"]
  ENCOUNTER_TERRAINS << [Color.new(255,0,255), [25,26,28], "041-EvilCastle01"]
#
# Other settings:
# The rest is set up in the Game_System class, located below. Each parameter
# to set up is commented.
#==============================================================================
# **  Edit to Game_System class. Setup here.
#==============================================================================
class Game_System
  attr_accessor :on_map
  attr_accessor :map_coords
  attr_accessor :airship_coords
  attr_accessor :airship_switch
  attr_accessor :boat_coords
  attr_accessor :boat_switch
  attr_accessor :map_sprite_scale
  attr_accessor :map_bgm
  attr_accessor :map_airship_bgm
  attr_accessor :battle_interval
  attr_accessor :battle_steps
  attr_accessor :map_fog
  attr_accessor :map_speeds
  attr_accessor :fog_scale
  attr_accessor :map_volume
  attr_accessor :airship_volume
  attr_accessor :birds_graphic
  attr_accessor :birds_switch 
  #--------------------------------------------------------------------------
  alias game_sys_initialize initialize
  #--------------------------------------------------------------------------
  def initialize
    @on_map = false
    @map_coords = [1024, 512]            # Position on the map. Usually it's changed each time when entering a world map.
    @airship_switch = false
    @airship_coords = [1741,285]         # Position of the airship on the map.
    @boat_switch = false
    @boat_coords = [316,1639]            # Position of the boat on the map.
    @map_sprite_scale = 0.5              # Scale of the player's sprite
    @map_bgm = "ff6 terra"               # Map BGM located in the "Audio/BGM" folder.
    @map_volume = 100                    # Change the volume of map's BGM
    @map_airship_bgm = "046-Positive04"  # Airship BGM located in the "Audio/BGM" folder.
    @airship_volume = 100                # Change the volume ofairship's BGM
    @battle_interval = 100               # Steps between battles. Are randomized to a degree.
    @battle_steps = 0
    @map_fog = "002-Clouds01"            # Filename of the fog for the map ("Fogs" folder).
    @map_speeds = [2, 10, 4]             # Speeds of [player, airship, boat] on the map.
    @fog_scale = 5                       # Scale of the fog (NOTE).
    @birds_graphic = "birds"             # Graphic for the birds, "Pictures" folder.
    @birds_switch = true                 # Turn this ON if you want the birds on a map, OFF if you don't.
    game_sys_initialize
    #--------------------------------------------------------------------------
    # NOTE:
    # The fog picture should have dimensions, that multiplied by the fog_scale
    # would equal the size of the map. Otherwise some errors may occur, when
    # traveling "around the world".
    #--------------------------------------------------------------------------
  end
  #--------------------------------------------------------------------------
end

Code: [Select]

#==============================================================================
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  def draw_dot(x, y, color=Color.new(255,255,255))
    self.set_pixel(x, y, color)
    self.set_pixel(x + 1, y, color)
    self.set_pixel(x - 1, y, color)
    self.set_pixel(x, y + 1, color)
    self.set_pixel(x, y - 1, color)
  end
  #--------------------------------------------------------------------------
  def draw_gradient_fog(color=Color.new(200,220,250))
    for i in 0..192
      self.fill_rect(0, i, 640, 1, Color.new(color.red, color.green, color.blue, 192-i))#255 - i*(255.00/192.00)))
    end
  end
  #--------------------------------------------------------------------------
end 

#==============================================================================
#==============================================================================
class Window_Waypoint_Name < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(320, 0, 256, 52)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh(text = "")
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 224, 20, text.to_s, 1)
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Waypoint < Sprite
  #--------------------------------------------------------------------------
  attr_reader :name
  attr_reader :enterable
  attr_reader :data
  #--------------------------------------------------------------------------
  def initialize(viewport, x=0, y=0, enterable=false, data=[1,1,1], name="Town", sprite="", frames=1, speed=1)
    @viewport = viewport
    @enterable = enterable
    @data = data
    @name = name
    @frames = frames
    @speed = speed
    @pattern = 0
    super(@viewport)
    self.bitmap = RPG::Cache.picture(sprite)
    self.x = x
    self.y = y
    self.ox =  self.bitmap.width / frames / 2
    self.oy = self.bitmap.height
    self.opacity = 2 * self.y
    sx = @pattern * self.bitmap.width / @frames
    self.src_rect.set(sx, 0, self.bitmap.width / @frames, self.bitmap.height)
  end
  #--------------------------------------------------------------------------
  def update
    self.z = 100 + self.y
    #return if @frames == 1
    self.opacity = 2 * self.y
    @pattern = (@pattern + 1) % @frames if Graphics.frame_count % @speed == 0
    sx = @pattern * self.bitmap.width / @frames
    self.src_rect.set(sx, 0, self.bitmap.width / @frames, self.bitmap.height)
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Player_Object < Sprite
  #--------------------------------------------------------------------------
  def initialize(viewport, directions = 4, frames = 4)
    @viewport = viewport
    @directions = directions
    @frames = frames
    @pattern = 0
    super(@viewport)
    self.bitmap = RPG::Cache.character($game_party.actors[0].character_name, $game_party.actors[0].character_hue)
    self.zoom_x = $game_system.map_sprite_scale
    self.zoom_y = $game_system.map_sprite_scale
    self.ox =  self.bitmap.width / @frames / 2
    self.oy = self.bitmap.height / @directions
    sx = @pattern * self.bitmap.width / @frames
    sy = (Input.dir8 == 2 ? 0 : Input.dir8 == 8 ? 3 : Input.dir8 == 4 ? 1 : Input.dir8 == 6 ? 2 : 0)
    @temp_sy = sy
    sy *= self.bitmap.height / @directions
    self.src_rect.set(sx, sy, self.bitmap.width / @frames, self.bitmap.height / @directions)
  end
  #--------------------------------------------------------------------------
  def update
    self.z = 100 + self.y
    #return if @frames == 1
    @pattern = (@pattern + 1) % @frames if (Graphics.frame_count % 5 == 0 and Input.dir8 != 0)
    @pattern = 0 if Input.dir8 == 0
    sx = @pattern * self.bitmap.width / @frames
    sy = (Input.dir8 == 2 ? 0 : Input.dir8 == 8 ? 3 : Input.dir8 == 4 ? 1 : Input.dir8 == 6 ? 2 : @temp_sy)
    @temp_sy = sy
    sy *= self.bitmap.height / @directions
    self.src_rect.set(sx, sy, self.bitmap.width / @frames, self.bitmap.height / @directions)
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Vehicle_Object < Sprite
  #--------------------------------------------------------------------------
  def initialize(viewport, bitmap="", directions = 4, frames = 4, shift=0)
    @viewport = viewport
    @directions = directions
    @frames = frames
    @shift = shift
    @pattern = 0
    super(@viewport)
    self.bitmap = RPG::Cache.character(bitmap, 0)
    self.ox =  self.bitmap.width / @frames / 2
    self.oy = self.bitmap.height / @directions - @shift
    @sx = @pattern * self.bitmap.width / @frames
    @sy = 0
    @temp_sy = @sy
    @sy *= self.bitmap.height / @directions
    self.src_rect.set(0, 0, self.bitmap.width / @frames, self.bitmap.height / @directions)
  end
  #--------------------------------------------------------------------------
  def update
    self.z = 100 + self.y
    @pattern = (@pattern + 1) % @frames if (Graphics.frame_count % 10 == 0)
    @sx = @pattern * self.bitmap.width / @frames
    self.src_rect.set(@sx, @sy * self.bitmap.height / @directions, self.bitmap.width / @frames, self.bitmap.height / @directions)
  end
  #--------------------------------------------------------------------------
  def direction_update
    @sy = (Input.dir8 == 2 ? 0 : Input.dir8 == 8 ? 3 : Input.dir8 == 4 ? 1 : Input.dir8 == 6 ? 2 : @temp_sy)
    @temp_sy = @sy
  end
  #--------------------------------------------------------------------------
  def direction
    case @sy
    when 0
      return 2
    when 3
      return 8
    when 1
      return 4
    when 2
      return 6
    end
  end
 
end

#==============================================================================
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  alias menu_update_comm update_command
  #--------------------------------------------------------------------------
  def update_command
    menu_update_comm
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if $game_system.on_map == true
        $scene = Scene_World_Map.new
        return
      else
        $scene = Scene_Map.new
      return
      end
    end
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  def battle_end(result)
    $game_temp.in_battle = false
    $game_party.clear_actions
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    $game_troop.enemies.clear
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end
    if $game_system.on_map == true
      $scene = Scene_World_Map.new
    else
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  alias load_on_dec on_decision
  #--------------------------------------------------------------------------
  def on_decision(filename)
    load_on_dec(filename)
    if $game_system.on_map == true
      $scene = Scene_World_Map.new
    else
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
end

#==============================================================================
#==============================================================================
class Scene_World_Map
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def main
   
    $game_system.on_map = true
    #$game_system.battle_steps = 0
   
    @battle_interval = $game_system.battle_interval * (50 + rand(100)) / 100
    @viewport = Viewport.new(0,0,640,480)
    if $game_system.airship_switch
      @map_speed = $game_system.map_speeds[1]
    elsif $game_system.boat_switch
      @map_speed = $game_system.map_speeds[2]
    else
      @map_speed = $game_system.map_speeds[0]
    end
    @delay = 0
    @last_press = 2
   
    @map_pass = Plane.new(@viewport)
    @map_pass.bitmap = RPG::Cache.picture("map_pass.png")
   
    @map_enc = Plane.new(@viewport)
    @map_enc.bitmap = RPG::Cache.picture("map_enc.png")

    @map = Plane.new(@viewport)
    @map.bitmap = RPG::Cache.picture("map.jpg")
   
    if $game_system.airship_switch
      Audio.bgm_play("Audio/BGM/" + $game_system.map_airship_bgm, $game_system.airship_volume, 100)
    else
      Audio.bgm_play("Audio/BGM/" + $game_system.map_bgm, $game_system.map_volume, 100)
    end
    #--------------------------------------------------------------------------
    # Create an array for towns, villages, etc.
    #--------------------------------------------------------------------------
    @waypoints = []
    for i in 0..WAYPOINTS.size - 1
      w = WAYPOINTS[i]
      @waypoints << Waypoint.new(@viewport, w[0], w[1], w[2], w[3], w[4], w[5], w[6], w[7])
    end
   
    @popup = Window_Waypoint_Name.new
    @popup.width = 0
    @popup.z = 2000
   
    @player = Player_Object.new(@viewport)
    @player.x = $game_system.map_coords[0]
    @player.y = $game_system.map_coords[1]
   
    @airship = Vehicle_Object.new(@viewport, "Airship")
    @airship.x = $game_system.airship_coords[0]
    @airship.y = $game_system.airship_coords[1]
   
    @boat = Vehicle_Object.new(@viewport, "boat", 4, 4, 24)
    @boat.x = $game_system.boat_coords[0]
    @boat.y = $game_system.boat_coords[1]
   
    @viewport.ox = @player.x - 320
    @viewport.oy = @player.y - 200
   
    @fog = Sprite.new
    @fog.z = 1000
    @fog.bitmap = Bitmap.new(640,480)
    @fog.bitmap.draw_gradient_fog(Color.new(128,200,255))
   
    @clouds = Plane.new(@viewport)
    @clouds.bitmap = RPG::Cache.fog($game_system.map_fog, 0)
    @clouds.zoom_x = $game_system.fog_scale
    @clouds.zoom_y = $game_system.fog_scale
    @clouds.blend_type = 2
    @clouds.opacity = 64
    @clouds.z = 9999
   
    Graphics.transition(20, "Graphics/Transitions/020-Flat01")
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @popup.dispose
    @map.bitmap.dispose
    @map.dispose
    @map_pass.bitmap.dispose
    @map_pass.dispose
    @map_enc.bitmap.dispose
    @map_enc.dispose
    dispose_waypoints
    @fog.bitmap.dispose
    @fog.dispose
    @player.dispose
    @airship.dispose
    @boat.dispose
  end
  #--------------------------------------------------------------------------
  # ** Update shit :>
  #--------------------------------------------------------------------------
  def update
   
    @player.update
    @airship.direction_update if $game_system.airship_switch
    @airship.update
    @boat.direction_update if $game_system.boat_switch
    @boat.update
    @delay -= 1 unless @delay == 0
    @clouds.ox += 2
    @clouds.oy += 1 #if Graphics.frame_count % 2 == 0
   
    if $game_system.airship_switch or $game_system.boat_switch
      @player.opacity = 0
    else
      @player.opacity = 255
    end
   
    update_waypoints
    update_vehicles
   
    if $game_system.battle_steps >= @battle_interval and not $game_system.airship_switch
      check_for_battle
    end
   
    if Input.trigger?(Input::B)
      call_menu
    end
    #--------------------------------------------------------------------------
    # Exit airship.
    #--------------------------------------------------------------------------
    if Input.trigger?(Input::C) and $game_system.airship_switch and @delay == 0
      if @map_pass.bitmap.get_pixel(@player.x, @player.y) == Color.new(255,255,255)
        @delay = 5
        $game_system.airship_switch = false
        @map_speed = $game_system.map_speeds[0]
        Audio.bgm_play("Audio/BGM/"+$game_system.map_bgm, 100, 100)
      end
    end
    #--------------------------------------------------------------------------
    # Exit boat.
    #--------------------------------------------------------------------------
    if Input.trigger?(Input::C) and $game_system.boat_switch and @delay == 0
      if passable?(@boat.direction, true)
        @delay = 5
        $game_system.boat_switch = false
        x_mod = (@boat.direction == 2 ? 0 : @boat.direction == 8 ? 0 : @boat.direction == 4 ? -1 : @boat.direction == 6 ? 1 : 0)
        y_mod = (@boat.direction == 2 ? 1 : @boat.direction == 8 ? -1 : @boat.direction == 4 ? 0 : @boat.direction == 6 ? 0 : 0)
        @player.x = @boat.x + x_mod * 8 * @map_speed
        @player.y = @boat.y + y_mod * 8 * @map_speed
        @map_speed = $game_system.map_speeds[0]
      end
    end
   
    if Input.dir8
      x_mod = (Input.dir8 == 2 ? 0 : Input.dir8 == 8 ? 0 : Input.dir8 == 1 ? -1 : Input.dir8 == 4 ? -1 : Input.dir8 == 7 ? -1 : Input.dir8 == 3 ? 1 : Input.dir8 == 6 ? 1 : Input.dir8 == 9 ? 1 : 0)
      y_mod = (Input.dir8 == 2 ? 1 : Input.dir8 == 8 ? -1 : Input.dir8 == 1 ? 1 : Input.dir8 == 4 ? 0 : Input.dir8 == 7 ? -1 : Input.dir8 == 3 ? 1 : Input.dir8 == 6 ? 0 : Input.dir8 == 9 ? -1 : 0)
      if passable?(Input.dir8) or ($DEBUG and Input.press?(Input::CTRL))
        $game_system.battle_steps += 1 if x_mod != 0 or x_mod != 0 and not $game_system.airship_switch
        @player.x += x_mod * @map_speed
        @player.y += y_mod * @map_speed
        @player.x %= @map.bitmap.width
        @player.y %= @map.bitmap.height
        if $game_system.airship_switch
          @airship.x += x_mod * @map_speed
          @airship.y += y_mod * @map_speed
          @airship.x %= @map.bitmap.width
          @airship.y %= @map.bitmap.height
        end
        if $game_system.boat_switch
          @boat.x += x_mod * @map_speed
          @boat.y += y_mod * @map_speed
          @boat.x %= @map.bitmap.width
          @boat.y %= @map.bitmap.height
        end
      end
    end
    @viewport.ox = @player.x - 320
    @viewport.oy = @player.y - 200
  end
  #--------------------------------------------------------------------------
  # ** Call menu.
  #--------------------------------------------------------------------------
  def call_menu
    $game_system.se_play($data_system.cancel_se)
    $game_system.map_coords = [@player.x, @player.y]
    $game_system.airship_coords = [@airship.x, @airship.y]
    $game_system.boat_coords = [@boat.x, @boat.y]
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # ** Check if player is close to a waypoint.
  #--------------------------------------------------------------------------
  def update_waypoints
    @waypoints.each_with_index{|w,i|
      w.update
      if Math.sqrt((w.x - @player.x)**2 + (w.y - @player.y)**2) <= 32
        if Input.trigger?(Input::C) and w.enterable and not $game_system.airship_switch
          $game_system.on_map = false
          $game_map.setup(w.data[0])
          $game_player.moveto(w.data[1], w.data[2])
          $game_player.refresh
          $game_map.autoplay
          $game_map.update
          $game_system.airship_coords = [@airship.x, @airship.y]
          $game_system.boat_coords = [@boat.x, @boat.y]
          $scene = Scene_Map.new
        end
        if w.name != ""
          (@popup.width += 16 and @popup.x -= 8) unless @popup.width == 256
          @popup.refresh(w.name)
          @popup.opacity = 160
        end
      else
       
      end
    }
    in_range = []
    @waypoints.each{|w|
      if Math.sqrt((w.x - @player.x)**2 + (w.y - @player.y)**2) <= 32
        in_range << w
      end
      }
    if in_range.size == 0
      (@popup.width -= 32 and @popup.x += 16) unless @popup.width == 0
    end
  end
  #--------------------------------------------------------------------------
  # ** Check if player is close to a vehicle.
  #--------------------------------------------------------------------------
  def update_vehicles
    if Math.sqrt((@player.x - @airship.x)**2 + (@player.y - @airship.y)**2) <= 32
      if Input.trigger?(Input::C) and not $game_system.airship_switch and @delay == 0
        @delay = 5
        @player.x = @airship.x
        @player.y = @airship.y
        $game_system.airship_switch = true
        Audio.bgm_play("Audio/BGM/"+$game_system.map_airship_bgm, 100, 100) if $game_system.map_airship_bgm != ""
        @map_speed = $game_system.map_speeds[1]
      end
    elsif Math.sqrt((@player.x - @boat.x)**2 + (@player.y - @boat.y)**2) <= 32
      if Input.trigger?(Input::C) and not $game_system.boat_switch and @delay == 0
        @delay = 5
        @player.x = @boat.x
        @player.y = @boat.y
        $game_system.boat_switch = true
        @map_speed = $game_system.map_speeds[2]
      end
    end
  end
  #--------------------------------------------------------------------------
  # ** Dispose waypoints.
  #--------------------------------------------------------------------------
  def dispose_waypoints
    @waypoints.delete_if{ |m|
      m.dispose
      true
    }
  end
  #--------------------------------------------------------------------------
  # ** Determine if the terrain one step in front of the player is passable.
  #--------------------------------------------------------------------------
  def passable?(direction=0, boat_override=false)
    passable_color = Color.new(255,255,255)
    speed = @map_speed
    if $game_system.boat_switch
      passable_color = Color.new(0,0,255)
      speed = 8*$game_system.map_speeds[2]
    end
    if $game_system.airship_switch
      return true
    end
    if boat_override == true
      passable_color = Color.new(255,255,255)
    end
   
    case direction
    when 0
      return true if @map_pass.bitmap.get_pixel((@player.x) % @map_pass.bitmap.width, (@player.y) % @map_pass.bitmap.height) == passable_color
    when 1
      return true if @map_pass.bitmap.get_pixel((@player.x - @map_speed) % @map_pass.bitmap.width, (@player.y + speed) % @map_pass.bitmap.height) == passable_color
    when 2
      return true if @map_pass.bitmap.get_pixel((@player.x) % @map_pass.bitmap.width, (@player.y + speed) % @map_pass.bitmap.height) == passable_color
    when 3
      return true if @map_pass.bitmap.get_pixel((@player.x + speed) % @map_pass.bitmap.width, (@player.y + speed) % @map_pass.bitmap.height) == passable_color
    when 4
      return true if @map_pass.bitmap.get_pixel((@player.x - speed) % @map_pass.bitmap.width, (@player.y) % @map_pass.bitmap.height) == passable_color
    when 6
      return true if @map_pass.bitmap.get_pixel((@player.x + speed) % @map_pass.bitmap.width, (@player.y) % @map_pass.bitmap.height) == passable_color
    when 7
      return true if @map_pass.bitmap.get_pixel((@player.x - speed) % @map_pass.bitmap.width, (@player.y - speed) % @map_pass.bitmap.height) == passable_color
    when 8
      return true if @map_pass.bitmap.get_pixel((@player.x) % @map_pass.bitmap.width, (@player.y - speed) % @map_pass.bitmap.height) == passable_color
    when 9
      return true if @map_pass.bitmap.get_pixel((@player.x + speed) % @map_pass.bitmap.width, (@player.y - speed) % @map_pass.bitmap.height) == passable_color
    end
  end
  #--------------------------------------------------------------------------
  # ** When battle steps reached, call for battle if possible.
  #--------------------------------------------------------------------------
  def check_for_battle
    ENCOUNTER_TERRAINS.each{|e|
      if @map_enc.bitmap.get_pixel(@player.x, @player.y) == e[0]
          troop = e[1][rand(e[1].size)]
          backdrop = e[2]
          call_battle(troop, backdrop) if troop != 0
          @battle_interval = $game_system.battle_interval * (50 + rand(100)) / 100
      end
    }
  end
  #--------------------------------------------------------------------------
  # ** Setup battle.
  #--------------------------------------------------------------------------
  def call_battle(troop = 1, backdrop = "")
   
    $game_system.battle_steps = 0
    $game_temp.battle_calling = false
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    $game_player.make_encounter_count
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
   
    $game_temp.battle_troop_id = troop
    $game_map.battleback_name = backdrop
    $game_system.map_coords = [@player.x, @player.y]
    $game_system.airship_coords = [@airship.x, @airship.y]
    $game_system.boat_coords = [@boat.x, @boat.y]
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
end

I also have an 8-directional movement script :

Spoiler for:
[code] #==============================================================================
# ** Eight Directional / Multiple Frame Movement Script v2         (10-05-2006)
#    by DerVVulfman
#------------------------------------------------------------------------------
#
#  This system allows the user to have either 4 OR 8 directional movement by
#  the events and player sprites he uses.  It also allows the user to set up
#  the number of animation frames and whether a generic idle pose is used.

#==============================================================================

# * Configuration Section *

  DIR_8_CHAR    = false    # This enables/disables 8 directional charsets
  DIR_8_CONTROL = true    # This enables/disables 8 directional movement
  DIR_8_POSES   = false    # This enables/disables 8 directional facing
  DIR_8_FRAMES  = 4       # This holds the number of motion frames when walking
  DIR_8_STAND   = false    # This determines if separate frame used for standing
  $dir_8_fram   = {1 => 8, 2 => 4}
 
=begin
  FULL DEFINITIONS ON EDITABLES ABOVE:
 
  DIR_8_CHAR:    This value (true/false) determines whether the sprite's charset
                 uses 4 directional movement (up,down,left,right), or whether it
                 uses 8 directional movement (the diagonals too).  Turning it on
                 allows you to use sprites that have 8 directional movement.
                 --If you turn this to 'true' when using a 4 directional sprite,
                   you will have an on-screen image of a sprite cut in half. Or,
                   if you set this to 'false' when using an 8 directional sprite
                   in your system,  then your sprite will show two images on top
                   of each other.--
                  
                   Ex:  [1] Down   [1] Down/left
                        [2] Right  [2] Down
                        [3] Left   [3] Down/Right
                        [4] Up     [4] Right
                                   [5] Up/Left
                                   [6] Left
                                   [7] Up/Right
                                   [8] Up
                  
  DIR_8_CONTROL:  This value (true/false) determines whether the player-control-
                  led character can be moved diagonally, regardless of character
                  pose.  It won't affect [event] movement controls.
                  --If you turn this to 'true'  when using a 4 directional char-
                    racter sprite, you will still  only have them  facing 4 ways
                    (up, down, left, right), even if your character is moving in
                    diagonal directions. Likewise, if you have this value set to
                    'false', even 8 directional player-controlled will be forced
                    to move in just the 4 prime directions... even if events can
                    move in all 8.

  DIR_8_POSES:    This value (true/false) determines whether the event or sprite
                  (if using an 8-directional charset) uses all 8 poses available
                  or whether just the prime 4 poses are used.   It's pretty much
                  a given that IF you turn DIR_8_CHAR to true,  you'll turn this
                  value to true as well.
                 
  DIR_8_FRAMES:   This value (numeric) sets how many frames of animation is per-
                  formed by the sprite or event in motion.   By default, the RTP
                  sprite uses a basic 4 frames (the default).   Please note that
                  this only determines  how many frames  are in the animation of
                  the sprite and has nothing to do with the IDLE pose.
                 
  DIR_8_STAND:    This value (true/false) determines whether an additional frame
                  is in the charset.   This frame is of the character in an IDLE
                  pose... standing.  The idle pose is always the first frame per
                  direction. 
                  --This in no way is an animated idle pose (feet tapping on the
                    ground as the game waits for the player  to make an action).
                    It only shows a single frame. The inclusion of a 'dash/idle'
                    script that replaces  the charset with an applicable charset
                    would do the trick.   But the charset would still have to be
                    goverened by the same layout as all the other charactersets.
                    Implementing the other person's idle/dash script  will be up
                    to you,  including timing mechanics such as how long to wait
                    before the on-screen character  begins to perform their ani-
                    mated idle pose.
                 
  NOTE:  If you have a sprite with 6 frames of animation and an idle pose (for a
         total of 7 frames per direction) you would label them as:
        
               DIR_8_FRAMES = 6
               DIR_8_STAND  = true
                ________ ________ ________ ________ ________ ________ ________
         EX:   |        |        |        |        |        |        |        |
               |  Idle  | Move 1 | Move 2 | Move 3 | Move 4 | Move 5 | Move 6 |
               |  Pose  | Frame  | Frame  | Frame  | Frame  | Frame  | Frame  |
               |________|________|________|________|________|________|________|


FINAL NOTES FOR EVENTS:

1)    This script affects ALL charactersets  used in your game.  You cannot have
      8 directional and/or 8 framed characters running around the screen and not
      use similarly designed  charactersets in your events.   Using RTP graphics
      with more advanced character graphics will give you... weirdly clipped re-
      sults.  You've been warned!  Mwuahahahahahaha..... *cough*
     
2)    To allow [event] sprites to remain in place while triggering the the "Turn
      to Player" command  in the event editor  (to simulate sentries),  you will
      want to toggle the event's 'Move Animation' checkbox OFF (So uncheck it!).
      For charsets that contain an 'IDLE' pose,this'll prevent these event-drawn
      characters from using the first frame of the movement animation from being
      shown... a little fix I picked up on. :)
        
=end


#==============================================================================
# ** Game_Character (Modification)
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :step_anime               # Holds a sprite's step flag
  attr_reader   :walk_anime               # Holds an event's movement flag
  attr_reader   :stop_count               # The number of steps left to count
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Branch with jumping, moving, and stopping
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    # If animation count exceeds maximum value
    # * Maximum value is move speed * 1 taken from basic value 18
    if @anime_count > 18 - @move_speed * 2
      # If stop animation is OFF when stopping
      if not @step_anime and @stop_count > 0
        # Return to original pattern
        @pattern = @original_pattern
      # If stop animation is ON when moving
      else
        # Update pattern
        @pattern = ((@pattern + 1 ) % DIR_8_FRAMES)
      end
      # Clear animation count
      @anime_count = 0
    end
    # If waiting
    if @wait_count > 0
      # Reduce wait count
      @wait_count -= 1
      return
    end
    # If move route is forced
    if @move_route_forcing
      # Custom move
      move_type_custom
      return
    end
    # When waiting for event execution or locked
    if @starting or lock?
      # Not moving by self
      return
    end
    # If stop count exceeds a certain value (computed from move frequency)
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch by move type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Approach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_lower_left
    unless @direction_fix
      if DIR_8_POSES
        # Face down-left
        @direction = 1
      else
        # Face down is facing right or up
        @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)       
      end
    end
    # When a down to left or a left to down course is passable
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
      if DIR_8_POSES
        turn_downleft
      end
      @x -= 1
      @y += 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_lower_right
    unless @direction_fix
      if DIR_8_POSES
        @direction = 3
      else
        # Face right if facing left, and face down if facing up
        @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
      end
    end
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
      (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
      if DIR_8_POSES     
        turn_downright
      end
      @x += 1
      @y += 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_upper_left
    unless @direction_fix
      if DIR_8_POSES
        @direction = 7
      else
        # Face left if facing right, and face up if facing down
        @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
      end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
      (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
      if DIR_8_POSES
        turn_upleft
      end
      @x -= 1
      @y -= 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_upper_right
    unless @direction_fix
      if DIR_8_POSES
        @direction = 9
      else
        # Face right if facing left, and face up if facing down
        @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
      end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
      (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
      if DIR_8_POSES
        turn_upright
      end
      @x += 1
      @y -= 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move at Random (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_random
    # Determine random value's max based on the number of poses used
    if DIR_8_POSES
      # Random value maxed out at 8 directions
      caserand=8
    else
      # Random value maxed out at 4 directions
      caserand=4
    end
    # Branch according to random value
    case rand(caserand)
    when 0  # Move down
      move_down(false)
    when 1  # Move left
      move_left(false)
    when 2  # Move right
      move_right(false)
    when 3  # Move up
      move_up(false)
    when 4  # Move Upper Left
      move_lower_left
    when 5  # Move Upper Right
      move_lower_right
    when 6  # Move Lower Left
      move_upper_left
    when 7  # Move Lower Right
      move_upper_right
    end
  end
  #--------------------------------------------------------------------------
  # * Move toward Player (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_toward_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
    # Get absolute value of difference
    abs_sx = sx.abs
    abs_sy = sy.abs
    if DIR_8_POSES
      # Move towards player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          move_upper_left
        elsif sy <0
          move_lower_left
        else
          move_left
        end
      elsif sx <0
        if sy > 0
          move_upper_right
        elsif sy <0
          move_lower_right
        else
          move_right
        end
      else
        if sy > 0
          move_up
        elsif sy <0
          move_down
        else
          # nada (Completely Equal)
        end
      end
    else
      # If horizontal and vertical distances are equal
      if abs_sx == abs_sy
        # Increase one of them randomly by 1
        rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
      end
      # If horizontal distance is longer
      if abs_sx > abs_sy
        # Move towards player, prioritize left and right directions
        sx > 0 ? move_left : move_right
        if not moving? and sy != 0
          sy > 0 ? move_up : move_down
        end
      # If vertical distance is longer
      else
        # Move towards player, prioritize up and down directions
        sy > 0 ? move_up : move_down
        if not moving? and sx != 0
          sx > 0 ? move_left : move_right
        end
      end   
    end 
  end
  #--------------------------------------------------------------------------
  # * Move away from Player (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_away_from_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
    # Get absolute value of difference
    abs_sx = sx.abs
    abs_sy = sy.abs
   
    if DIR_8_POSES
      # Move away from player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          move_lower_right
        elsif sy <0
          move_upper_right
        else
          move_right
        end
      elsif sx <0
        if sy > 0
          move_lower_left
        elsif sy <0
          move_upper_left
        else
          move_left
        end
      else
        if sy > 0
          move_down
        elsif sy <0
          move_up
        else
          # nada (Completely Equal)
        end
      end
    else
      # If horizontal and vertical distances are equal
      if abs_sx == abs_sy
        # Increase one of them randomly by 1
        rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
      end
      # If horizontal distance is longer
      if abs_sx > abs_sy
        # Move away from player, prioritize left and right directions
        sx > 0 ? move_right : move_left
        if not moving? and sy != 0
          sy > 0 ? move_down : move_up
        end
      # If vertical distance is longer
      else
        # Move away from player, prioritize up and down directions
        sy > 0 ? move_down : move_up
        if not moving? and sx != 0
          sx > 0 ? move_right : move_left
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * 1 Step Forward (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_forward
    if DIR_8_POSES
      case @direction
      when 2
        move_down(false)
      when 4
        move_left(false)
      when 6
        move_right(false)
      when 8
        move_up(false)
      end
    else 
      case @direction
      when 1
        move_lower_left
      when 2
        move_down(false)
      when 3
        move_lower_right
      when 4
        move_left(false)
      when 6
        move_right(false)
      when 7
        move_upper_left
      when 8
        move_up(false)
      when 9
        move_upper_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # * 1 Step Backward (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_backward
    # Remember direction fix situation
    last_direction_fix = @direction_fix
    # Force directino fix
    @direction_fix = true
    if DIR_8_POSES
      # Branch by direction
      case @direction
      when 1
        move_upper_right
      when 2
        move_up(false)
      when 3
        move_upper_left
      when 4
        move_right(false)
      when 6
        move_left(false)
      when 7
        move_lower_right
      when 8
        move_down(false)
      when 9
        move_lower_left
      end
    else
      case @direction
      when 2  # Down
        move_up(false)
      when 4  # Left
        move_right(false)
      when 6  # Right
        move_left(false)
      when 8  # Up
        move_down(false)
      end
    end
    # Return direction fix situation back to normal
    @direction_fix = last_direction_fix
  end
  #--------------------------------------------------------------------------
  # * Jump   (Rewritten for diagonal animation)
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    if DIR_8_POSES
      # Turns player, prioritizes diagonal before straight
      if x_plus > 0
        if y_plus > 0
          turn_downright
        elsif y_plus <0
          turn_upright
        else
          turn_right
        end
      elsif x_plus <0
        if y_plus > 0
          turn_downleft
        elsif y_plus <0
          turn_upleft
        else
          turn_left
        end
      else
        if y_plus > 0
          turn_down
        elsif y_plus <0
          turn_up
        else
          # nada (Completely Equal)
        end
      end
    else
      # If plus value is not (0,0)
      if x_plus != 0 or y_plus != 0
        # If horizontal distnace is longer
        if x_plus.abs > y_plus.abs
          # Change direction to left or right
          x_plus < 0 ? turn_left : turn_right
        # If vertical distance is longer, or equal
        else
          # Change direction to up or down
          y_plus < 0 ? turn_up : turn_down
        end
      end     
    end
    # Calculate new coordinates
    new_x = @x + x_plus
    new_y = @y + y_plus
    # If plus value is (0,0) or jump destination is passable
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      # Straighten position
      straighten
      # Update coordinates
      @x = new_x
      @y = new_y
      # Calculate distance
      distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
      # Set jump count
      @jump_peak = 10 + distance - @move_speed
      @jump_count = @jump_peak * 2
      # Clear stop count
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Up Left (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_upleft
    unless @direction_fix
      @direction = 7
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Up Right (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_upright
    unless @direction_fix
      @direction = 9
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Down Left (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_downleft
    unless @direction_fix
      @direction = 1
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Down Right (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_downright
    unless @direction_fix
      @direction = 3
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 90° Right (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_right_90
    case @direction
    when 1
      turn_downright
    when 2
      turn_left
    when 3
      turn_upright
    when 4
      turn_up
    when 6
      turn_down
    when 7
      turn_downleft
    when 8
      turn_right
    when 9
      turn_upleft
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 90° Left (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_left_90
    case @direction
    when 1
      turn_upleft
    when 2
      turn_right
    when 3
      turn_downleft
    when 4
      turn_down
    when 6
      turn_up
    when 7
      turn_upright
    when 8
      turn_left
    when 9
      turn_downright
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 180° (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_180
    case @direction
    when 1
      turn_upright
    when 2
      turn_up
    when 3
      turn_upleft
    when 4
      turn_right
    when 6
      turn_left
    when 7
      turn_downright
    when 8
      turn_down
    when 9
      turn_downleft
    end
  end 
  #--------------------------------------------------------------------------
  # * Turn at Random (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_random
    if DIR_8_POSES
      caserand = 8
    else
      caserand = 4
    end
    case rand(caserand)
    when 0  # Move down
      turn_down    
    when 1  # Move left
      turn_left
    when 2  # Move right
      turn_right
    when 3  # Move up
      turn_up
    when 4  # Move Upper Left
      turn_downleft
    when 5  # Move Upper Right
      turn_downright
    when 6  # Move Lower Left
      turn_upleft
    when 7  # Move Lower Right
      turn_upright
    end   
  end 

  #--------------------------------------------------------------------------
  # * Turn Towards Player
  #--------------------------------------------------------------------------
  def turn_toward_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if DIR_8_POSES
      # turn towards player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          turn_upleft
        elsif sy <0
          turn_downleft
        else
          turn_left
        end
      elsif sx <0
        if sy > 0
          turn_upright
        elsif sy <0
          turn_downright
        else
          turn_right
        end
      else
        if sy > 0
          turn_up
        elsif sy <0
          turn_down
        else
          # nada (Completely Equal)
        end
      end
    else
      # If coordinates are equal
      if sx == 0 and sy == 0
        return
      end
      # If horizontal distance is longer
      if sx.abs > sy.abs
        # Turn to
« Last Edit: November 11, 2007, 05:40:57 PM by FruitBodyWash »

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

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I'll look into it. I'll see if I can find what's wrong. What version and type of RMXP are you using? Type would be legal or PK.

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Okies. I tried using PK's and legal's RGSS dlls to see if it was a version issue but I couldn't get it to hang in the demo regardless of what I did. I'll need to look at your project to figure this out. Upload it somewhere and post the link so I can check it out to bust this error.

A bit off topic but I still gotta say this. You found a wicked awesome script.

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A bit off topic but I still gotta say this. You found a wicked awesome script.

Blizzards Blizz-ABS does the 8 way movement too. ._.
you awoke in a burning paperhouse
from the infinite fields of dreamless sleep

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I was refering to the world map script.

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Yeah, and it might be a bit much to get an ABS script just for the 8-way movement.

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Okies. I tried using PK's and legal's RGSS dlls to see if it was a version issue but I couldn't get it to hang in the demo regardless of what I did. I'll need to look at your project to figure this out. Upload it somewhere and post the link so I can check it out to bust this error.

A bit off topic but I still gotta say this. You found a wicked awesome script.

hehe, yes it is an awesome script, and I'm starting to figure it out, but I still don't see anything that would be keeping me from using it... *Sighs*  I'll try and find a place to upload my project.... any ideason where?

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

*
Rep:
Level 97
2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Best RPG Maker User (Scripting)2010 Best Use Of Avatar And Signature Space
On RMRK if it is small enough

Go to Additional Options and attach it as a zip. Otherwise sendspace is a good host.

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 :'( I still don't know what the problem really is, but, I tried using my map pics in the demo (importing them instead of the ones she/he used) but... alas, it does it there too, so I have to assume it is my pictures that are the problem.... I don't understand why, only that they are a problem...  I'll try again, maybe its just still too big *shrugs*
EDIT: Nope, it can't be too big now.... the map images in the demo are like.... 10 bigger than what I was trying to use... I don't get it.... if I posted the pictures here, would someone be able to test them, or at least help me remake them so they work?
« Last Edit: November 11, 2007, 10:06:29 PM by FruitBodyWash »

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

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Skilled Scripter, Shitty Mapper, Decent Writer.
Considering that the script uses colors on the maps to determine monster zones, passability, and the like...are you sure that you aren't using conflicting colors or using a color not registered in the script?

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that is a possibility, for the passability, I'm pretty sure I'm using the right colors, (white, black, and blue) but, maybe the blue is a little off? I dunno, and the encounter map, I would acctually prefer not to use it at all, so I made one that doesn't have any encounter areas... maybe thats it, I was afraid to mess around with the script before I got it working, in case it was something I did that made it not work.  Also, I was wondering if it had something to do with the pixel size.  I don't see anywhere in the script where they acctualy put down the size of the picture, and the instructions didn't mention haveing to change anything... but *shrugs* I'm not sure....


"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

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Rep:
Level 86
This is the image I'm using for my encounter

Spoiler for:

and I'm using the same one for my passability, I did this because I don't want any encounters, so I didn't make any encounter areas.  In the demo, the encounter map looks just like the passability map, except it has the encounter areas as well.

I couldn't get the map itself to upload, its just a little tooo big.  *sigh*  but, as you can see, the colors are straightforward... so, I dunno

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

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Skilled Scripter, Shitty Mapper, Decent Writer.
Could you upload the rest of your map pictures? Just having one doesn't do me any good.

EDIT:I also need your "Settings" script so I can look at the way you setup the waypoints and the like.
« Last Edit: November 11, 2007, 11:30:22 PM by Shinami »

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The settings are all the same, except I took out hte "default" waypoints and encounters... I'm just trying to get out to the map as of now.

I'm going to try and upload the map.jpg somewhere else, I'll post it as soon as I can. 

EDIT: Here are the map files I use...
« Last Edit: November 12, 2007, 12:04:12 AM by FruitBodyWash »

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Thanks. Now I can look into what's wrong.

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Okies. I had to step away from the comp for awhile but I've finished looking into things. It's really strange. I import map.jpg and it hangs. I import map_enc.png or map_pass.png on their own, it's fine. I import them together and it hangs. The maps you're using are too much for RGSS to process. I resized them to 20% of the original size and tried again. It didn't hang OR lag when switching to the world map picture.

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 :o :D :-* :lol:  yey! alright, I'll give that a try, i wasn't sure if it was the map.jpg or not, but, if it is, and i can fix it... thanks! hehe... I really wanted to be able to use this script, it just looks so great, ya know?

 Thanks again!  (heres where someone would normally say +rep and I'm going to try it, but... I don't know if thats right, or exactly how to do it) Thanks again!  (+rep is a good thing right?)

"Keep smiling, it makes people wonder what you're up to."

OK, so what's the speed of dark?
What happens if you get scared half to death twice?

Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

***
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Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Always a pleasure, never a chore. Now if I can just find out why sites like Yahoo! refuse to load while RMRK loads just fine I'll feel even better!