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Letter Minigame
#1
Letter Minigame
by Zeriab
Version: 1.1
July 26, 2006

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given.

Version History
Version 1.1:
Adds $letter_minigame.score - works also after $letter_minigame.dispose.
Gives a solution to the F12 issue present in the earlier demo.

Introduction

The Letter Minigame has been made by Zeriab.
Thanks goes to RMXP for making this possible and Near Fantastica for the Anti Event Lag Script.
Credits should be given.

The purpose in the Letter Minigame is to get a good score by collecting as many letters in the maze as possible within the time limit.
Different letters give different amount of points.

You can see how much each letter gives by looking at the letters on this island.
The more points the rarer the letter.

A yellow letter = 10 points
A green letter = 15 points
A azure letter = 20 points
A red letter = 25 points
A purple letter = 30 points
A black letter = 100 points


Script

-=Extensions=-

Game_Event extended

Game_Map extended


-=Maze_Generator=-

Pointer

Event_Spawner

Maze_Generator


-=Letter Minigame=-

Letter_Minigame

Letter_Result_Menu

Window_Letters

Window_Letter_Amount

Window_Letter_Results

Window_Letter_Level



Instructions

Here I will try to explain how the scripts is used.
I have split this section in two.
One for the Maze Generator. This generates the maze and places the events.
This is not linked with the Letter Minigame.
One for the Letter Minigame. This controls the letters collected and the visual effects.
This is not linked with the Maze Generator. A normally made level could be used.
You can look at the scripts in the end of the scripts editor.

I have also edited some of the normal scripts in the demo. These has been marked by having a * in front of its name in the script chooser.

[Image: spoiler.gif] Maze Generator


[Image: spoiler.gif] Letter Minigame


The command $letter_minigame.score returns the score.
This works even after the $letter_minigame.dispose command is used.
That is because .dispose leaves the little information needed for calculation the score.
You can for example use this for giving prizes afterwards.

FAQ

How could I make a maze that has no timer on it with this script? Cause I wanna make a maze, and put a boss in it, but I want the maze to be randomized, and I don't want the timer either. The other thing is, how can I set this up so that I can have just the 1 boss event in it in a specific spot, and not have to worry about that spot being in a wall, or unreachable because the maze wasn't made right.


[Image: spoiler.gif] Long answer


How do I set up item prizes?
For example, if I had 250 points, I win a potion or something like that.


Using this command will return the score: $letter_minigame.score
For non-scripters you can use the Call Script command with $game_variables[10] = $letter_minigame.score, where the 10 is the variable number. Just set it to the number of the variable you want to use.
Now that you have the score in a variable I assume that you can do the rest.
.
Compatibility

Is not compatible with saving and loading. The map will reset if loaded.
Might be SDK compliant.

Credits and Thanks

I would like to thank RMXP – Underground personal for creating a scripting contest which inspired me to create this work.
I would like to thank everyone using their time to try this and finally I would like to thank everyone reading this topic.
Thanks.

Author's Notes

I suggest using Near Fantastica's anti event lag script due to the often high amount events.
This script can create more than 1000 events. I suggest however that you refrain from designing level where this is an eminent possibility.
Using the event command Erase Event will not entirely delete the event.
The event still exists in the $game_map.events and lags about as much as a blank events.

And finally: ENJOY!

- Zeriab
[Image: ZeriabSig.png]
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