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World Map versus Catterpillar system

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***
Rep:
Level 88
I hate to hate things.
I recently added the world map script on my game, but there's a conflict with catterpillar "Train System" script: the extra actors sprite variables aren't stored.
 World map changes the first map on the game in a "MAP VIEW" of the world. Catterpillar system make other party character to follow you like a train.
 The game crashes AFTER you exits the worl map... very frustating.
If anyone knows how to fix that, please help!
Thanks in advance.

Catterpillar system script:

Code: [Select]
#CARTEPILLAR SYSTEM - The "TRAIN PARTY"

module Train_Actor

# ?Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ?Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ?Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

#The next statement indicates wich actor will be forever in "walk animation",
# even if it's stopped! To put everybody normal, put "HERE_THE_ACTOR_ID  =1 "
# to make the second hero always walk, "HERE_THE_ACTOR_ID  =2 ", etc.
#HERE_THE_ACTOR_ID = 2
HERE_THE_ACTOR_ID = 1

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ? Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end

end

class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ? Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end

end

class Scene_Map
 include Train_Actor::Scene_Map_Module
end



module Train_Actor

module Scene_Menu_Module
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end

end

class Scene_Menu
 include Train_Actor::Scene_Menu_Module
end


# Game_Party_Module.rb
#==============================================================================
# ? Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
 attr_reader :characters
 def actors_dead?
   for actor in actors
     #remove down here to make dead actors stay in party .
    # if actor.dead?
     #  return true
    # end
     #remove up here to make dead actors stay in party .
   end
   return false
 end
 def update_party_order
   if not actors_dead?
     return actors
   end
   #remove down here to make dead actors stay in party .
   alive_actors = []
   dead_actors = []
   for actor in actors
     if actor.dead?
      dead_actors.push actor
     else
   # remove up here to make dead actors stay in party .
       alive_actors.push actor
       #remove down here to make dead actors stay in party .
     end
   end
   #remove up here to make dead actors stay in party .
   return alive_actors + dead_actors
 end
 def setup_actor_character_sprites
    if @characters.nil?
     @characters = []
     for i in 1 ... TRAIN_ACTOR_SIZE_MAX
       @characters.push(Game_Party_Actor.new)
     end
   end
   setup_actors = update_party_order
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
     @characters[i - 1].setup(setup_actors[i])
   end
   if $scene.class.method_defined?('setup_actor_character_sprites')
     $scene.setup_actor_character_sprites(@characters)
   end
 end
 def update_party_actors
    update_party_order
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRANSPARENT_SWITCH
       transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
     end
   end
   for character in @characters
     character.transparent = transparent
     character.move_speed = $game_player.move_speed
     if character.cp_id == HERE_THE_ACTOR_ID # Blizzard´s support for stopped animation
       character.step_anime = true # Blizzard´s support for stopped animation
     else # Blizzard´s support for stopped animation
       character.step_anime = $game_player.step_anime
     end # Blizzard´s support for stopped animation
     character.update
   end
 end
 def moveto_party_actors( x, y )
   setup_actor_character_sprites
   for character in @characters
     character.moveto( x, y )
   end
   if @move_list == nil
     @move_list = []
   end
   move_list_setup
 end
 def move_party_actors
     if @move_list == nil
       @move_list = []
       move_list_setup
     end
     @move_list.each_index do |i|
     if @characters[i] != nil
       case @move_list[i].type
         when Input::DOWN
           @characters[i].move_down(@move_list[i].args[0])
         when Input::LEFT
           @characters[i].move_left(@move_list[i].args[0])
         when Input::RIGHT
           @characters[i].move_right(@move_list[i].args[0])
         when Input::UP
           @characters[i].move_up(@move_list[i].args[0])
         when DOWN_LEFT
           @characters[i].move_lower_left
         when DOWN_RIGHT
           @characters[i].move_lower_right
         when UP_LEFT
           @characters[i].move_upper_left
         when UP_RIGHT
           @characters[i].move_upper_right
         when JUMP
           @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
       end
     end
   end
 end
 class Move_List_Element
   def initialize(type,args)
     @type = type
     @args = args
   end
   def type() return @type end
   def args() return @args end
 end
 def move_list_setup
   for i in 0 .. TRAIN_ACTOR_SIZE_MAX
     @move_list[i] = nil
   end
 end
 def add_move_list(type,*args)
   @move_list.unshift(Move_List_Element.new(type,args)).pop
 end
 def move_down_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::DOWN,turn_enabled)
 end
 def move_left_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::LEFT,turn_enabled)
 end
 def move_right_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::RIGHT,turn_enabled)
 end
 def move_up_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::UP,turn_enabled)
 end
 def move_lower_left_party_actors
   move_party_actors
   add_move_list(DOWN_LEFT)
 end
 def move_lower_right_party_actors
   move_party_actors
   add_move_list(DOWN_RIGHT)
 end
 def move_upper_left_party_actors
   move_party_actors
   add_move_list(UP_LEFT)
 end
 def move_upper_right_party_actors
   move_party_actors
   add_move_list(UP_RIGHT)
 end
 def jump_party_actors(x_plus, y_plus)
   move_party_actors
   add_move_list(JUMP,x_plus, y_plus)
 end
end

end

class Game_Party
 include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ? Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
 attr_reader :move_speed
 attr_reader :step_anime

 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     #if actor.dead?
     #  next
     #end
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end
 def update
   update_party_actors
   super
 end
 def moveto( x, y )
   $game_party.moveto_party_actors( x, y )
   super( x, y )
 end
 def move_down(turn_enabled = true)
   if passable?(@x, @y, Input::DOWN)
     $game_party.move_down_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_left(turn_enabled = true)
   if passable?(@x, @y, Input::LEFT)
     $game_party.move_left_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_right(turn_enabled = true)
   if passable?(@x, @y, Input::RIGHT)
     $game_party.move_right_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_up(turn_enabled = true)
   if passable?(@x, @y, Input::UP)
     $game_party.move_up_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_lower_left
   # When possible to move from down?left or from left?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     $game_party.move_lower_left_party_actors
   end
   super
 end
 def move_lower_right
   # When possible to move from down?right or from right?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     $game_party.move_lower_right_party_actors
   end
   super
 end
 def move_upper_left
   # When possible to move from up?left or from left?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     $game_party.move_upper_left_party_actors
   end
   super
 end
 def move_upper_right
   # When possible to move from up?right or from right?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     $game_party.move_upper_right_party_actors
   end
   super
 end
 def jump(x_plus, y_plus)
   # New coordinates are calculated
   new_x = @x + x_plus
   new_y = @y + y_plus
   # When addition values are (0,0), it is possible to jump to the destination
   if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
     $game_party.jump_party_actors(x_plus, y_plus)
   end
   super(x_plus, y_plus)
 end
end

end

class Game_Player
 include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ? Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
 #--------------------------------------------------------------------------
 # ? Judgement determined
 #     x  : X coordinates
 #     y  : Y coordinates
 #     d  : Direction (0,2,4,6,8)  ? 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
   result = super(x, y, d)
   if result
     # New coordinates are searched for
     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
     # Loops for actor in train
     for actor in $game_party.characters
       # When displayed
       if not actor.character_name.empty?
         # When actor's coordinates correspond to the destination
         if actor.x == new_x and actor.y == new_y
           # When event
           if self != $game_player
             # Passing is impossible
             return false
           end
         end
       end
     end
   end
   return result
 end
end

end

class Game_Event
 include Train_Actor::Game_Event_Module
end
 
# Game_Party_Actor.rb
#==============================================================================
# ? Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
 attr_reader :cp_id
 attr_writer :move_speed
 attr_writer :step_anime

 def initialize
   super()
   @through = true
 end
 def setup(actor)
   # The file name and hue of the character are set
   @cp_id = $data_actors[actor.id].id
   if actor != nil #and (not actor.dead?) # When dead, it is erased for the time being...
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end
   # Opacity and blending method are initialized
   @opacity = 255
   @blend_type = 0
 end
 def screen_z(height = 0)
   if $game_player.x == @x and $game_player.y == @y
     return $game_player.screen_z(height) - 1
   end
   super(height)
 end
 #--------------------------------------------------------------------------
 # ? Move down
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
   # Face down
   if turn_enabled
     turn_down
   end
   # When possible to pass
   if passable?(@x, @y, Input::DOWN)
     # Face down
     turn_down
     # Update coordinates
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move left
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
   # Face left
   if turn_enabled
     turn_left
   end
   # When possible to pass
   if passable?(@x, @y, Input::LEFT)
     # Face left
     turn_left
     # Update coordinates
     @x -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move right
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
   # Face right
   if turn_enabled
     turn_right
   end
   # When possible to pass
   if passable?(@x, @y, Input::RIGHT)
     # Face right
     turn_right
     # Update coordinates
     @x += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move up
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
   # Face up
   if turn_enabled
     turn_up
   end
   # When possible to pass
   if passable?(@x, @y, Input::UP)
     # Face up
     turn_up
     # Update coordinates
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn down when facing up
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down?left or from left?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     # Update coordinates
     @x -= 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn down when facing up
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down?right or from right?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     # Update coordinates
     @x += 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn up when facing down
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up?left or from left?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     # Update coordinates
     @x -= 1
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn up when facing down
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up?right or from right?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     # Update coordinates
     @x += 1
     @y -= 1
   end
 end
end

end
class Scene_Battle
  include Train_Actor::Scene_Map_Module
end


World Map script:

Code: [Select]
#==============================================================================
# ? World Map
#------------------------------------------------------------------------------
# ?Near Fantastica
#   19/12/04
#   Note: well not work unless you remove the @spriteset.dispose from the
#   transfer_player of the Scene_Map.
#   Script use 2 graphics: Characters/cursor.png and Tilesets/WorldMap.png
#==============================================================================

#==============================================================================
# Ericmor's instructions:
# The first map ever on your project (map001) will be the world map. Place the
# map as a tileset, and them place events where you want the arrow locator
# pointing - like, the city where the character is. The event only needs to
# be NAMED LIKE THE MAP NAME THAT IT WILL LOCATES. So, if you renamed map003
# to REALM OF GONDOR, you name an event in world map to REALM OF GONDOR.
#
# Won't work unless the VERY first map on the game isn't the world map.
# Map001 can't be defined by hand... or either create a new project, or try
# to pinpoint map001 identity by placing events with some map name on it.
# If you don't want to loose your first map, copy/paste it on the tree view
# on the left down corner menu in the editor.
# There's also an extra event on the original world map named: Temp Event
#
# How to activate: just write down the script call:
# World_Map.new
#==============================================================================

#==============================================================================
# ? Game_Map
#------------------------------------------------------------------------------
# ?Add defenision of the names to Game Map Class
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # ? Refer setup to Game Map
  #--------------------------------------------------------------------------
  attr_accessor   :number_events
  alias game_map_setup setup
  #--------------------------------------------------------------------------
  # ? Loads Event names
  #--------------------------------------------------------------------------
  def setup(map_id)
    @name = {}
    @number_events = 0
    game_map_setup(map_id)
    for i in @map.events.keys
      @number_events = @number_events + 1
      @name[i] = @map.events[i].name
    end
  end
  #--------------------------------------------------------------------------
  # ? Displays Event names
  #--------------------------------------------------------------------------
  def event_name(event)
    @event_id = event
    @name[@event_id]
  end
  #--------------------------------------------------------------------------
  # ? Loads Map Names
  #--------------------------------------------------------------------------
  #Dubealex Addition (from XRXS) to show Map Name on screen
  def map_name
    $map_infos[@map_id]
  end
end

#==============================================================================
# ? Scene_Title
#------------------------------------------------------------------------------
# ?Add load map names and event names
#==============================================================================

class Scene_Title
  # active world map to false
  $world_map_active = false
  #Dubealex Addition (from XRXS) to show Map Name on screen
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end
end

#==============================================================================
# ? Game_Character
#------------------------------------------------------------------------------
# ?Redefine the character_name to attr_accessor
#==============================================================================

class Game_Character
  attr_accessor   :character_name
end

#==============================================================================
# ? World_Map
#------------------------------------------------------------------------------
# ?Find players curent location on maps and displays it to world map
#==============================================================================

class World_Map
  #--------------------------------------------------------------------------
  # ? Object initialization
  #--------------------------------------------------------------------------
  def initialize
  $last_map_name = $game_map.map_name
  $restore_map_id = $game_map.map_id
  $restore_player_x = $game_player.x
  $restore_player_y = $game_player.y
  $restore_player_direction = $game_player.direction
  $game_player.transparent = true
  $game_map.setup(1)
   for i in 1...($game_map.number_events+1)
      if $game_map.event_name(i) == $last_map_name
        $game_map.events[i].character_name = "cursor"
        x = $game_map.events[i].x
        y = $game_map.events[i].y
        $game_temp.player_new_x = x
        $game_temp.player_new_y = y
        $game_temp.player_new_map_id = 1
        $game_temp.player_transferring = true
       
        $scene = Scene_World_Map.new
        $scene.transfer_player
      end
    end
  end
end

#==============================================================================
# ? Window_Location
#------------------------------------------------------------------------------
# ?display current loaction
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # ? Object initialization
  #--------------------------------------------------------------------------
  def initialize
    super(10, 10, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    #--------------------------------------------------------------------------
    #Ericmor's note: the next two lines are Near fantastica's font control.
    #those font control's doesn't exist in standard RPGMAKER. Don't
    #uncomment it, unless you know WHAT YOU ARE DOING!
    #--------------------------------------------------------------------------
    #self.contents.font.name = $defaultfonttype  # "Number of Steps" window font
    #self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Localização:")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $last_map_name.to_s, 2)
  end
end

#==============================================================================
# ? Scene_World_Map
#------------------------------------------------------------------------------
# ?It is the class which processes the World Map picture
#==============================================================================

class Scene_World_Map
  #--------------------------------------------------------------------------
  # ? Main processing
  #--------------------------------------------------------------------------
  def main
    # Drawing up sprite set
    @spriteset = Spriteset_Map.new
    # Drawing up loaction window
    @location_window = Window_Location.new
    @location_window.opacity = 125
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # Frame renewal
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # ???????????
    #@spriteset.dispose
    # Releasing the location window
    @location_window.dispose
    # When it changes to the title picture and it is in
    if $scene.is_a?(Scene_Title)
      # Fading out picture
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # ? Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      #The map, in order of the interpreter and the player renewal (as for this renewal order,
      #when the condition for executing the event is satisfied, in the reason such that the opportunity
      #which instant is moved if the player is not given the importance)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # The system (the timer), renewing the picture
      $game_system.update
      $game_screen.update
      # If it is not the place on the move of the prayer, discontinuing the loop
      unless $game_temp.player_transferring
        break
      end
      # Executing place movement
      transfer_player
      # When it is in the midst of transition processing, discontinuing the loop
      if $game_temp.transition_processing
        break
      end
    end
    # Renewing sprite set
    @spriteset.update
    # When it is in the midst of transition processing,
    if $game_temp.transition_processing
      #During transition processing clearing the flag
      $game_temp.transition_processing = false
      #Transition execution
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # The B when button is pushed
    if Input.trigger?(Input::B)
      $world_map_active = false
      $game_temp.player_new_map_id = $restore_map_id
      $game_temp.player_new_x = $restore_player_x
      $game_temp.player_new_y = $restore_player_y
      $game_temp.player_new_direction = $restore_player_direction
      $game_temp.player_transferring = true
      $scene = Scene_Map.new
      $scene.transfer_player
      $game_player.transparent = false
    end
  end
  #--------------------------------------------------------------------------
  # ? Place movement of player
  #--------------------------------------------------------------------------
  def transfer_player
    # Clearing the prayer place portable flag
    $game_temp.player_transferring = false
    # When the tip of moving differs from the present map,
    if $game_map.map_id != $game_temp.player_new_map_id
      # Setting up the new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Setting the position of the prayer
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Setting the direction of the prayer
    case $game_temp.player_new_direction
    when 2  # 2
      $game_player.turn_down
    when 4  # 4
      $game_player.turn_left
    when 6  # 6
      $game_player.turn_right
    when 8  # 8
      $game_player.turn_up
    end
    # Reforming the attitude of the prayer
    $game_player.straighten
    # Map renewal (parallel event execution)
    $game_map.update
    # Rewriting sprite set
    @spriteset = Spriteset_Map.new
    # When it is in the midst of transition processing,
    if $game_temp.transition_processing
      # During transition processing clearing the flag
      $game_temp.transition_processing = false
      # Transition execution
      Graphics.transition(20)
    end
    # Executing the automatic operation change of BGM and BGS which are set to the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Updating the information of input
    Input.update
  end
end

I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

***
Rep:
Level 88
I hate to hate things.
...Fixed by BLIZZARD, on his new Forum!
 Check it out, folks:
 
 http://z3.invisionfree.com/ChaosProject/index.php?showtopic=317
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/