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Thread: Another question about RPG Mapping system

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    Another question about RPG Mapping system

    Instead of bumping my buried topic I decided to try to get some more help. Question 1 was solved by darkwing by using Spread Value. Thanks to darkwing.

    I still need help with question 2.

    1. I am making a map system for my RPG. I will have around 300 active map points (5x5 in size) which are in one qualifier.

    The map is located in a sub-application on frame 2.

    In my main game frame event editor I code:

    Player is overlapping a map point
    Only one action when event loops
    Global Value X: set to which ever map point the player overlaps

    Is there a way to not have to code 300 events for the player overlapping the map points?

    *************************************************
    2. In the event editor for the frame that has the sub-application I code:

    Global Value X=which ever map point the player had overlapped
    Only one action when event loops
    Map location blinker: Set position to blah blah

    Again, is there a way not to have to put in 300 events for placing the map location blinker on frame 2 of the sub-application?
    **************************************************
    Any ideas?
    Thanks
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: Another question about RPG Mapping system

    Wait a minute... Map points? You mean like the tiles the map is made out of? They're not active objects are they? That sounds really excessive.

    You can convert pixel-space coordinates to tile-space coordinates easily by just dividing the X and Y position of the object by five (by the size of the standard tile.

    For example with a unit located on X:30 and Y:15 you simply divide 30 with 5 (you get 6) and 15 with 5 (you get three). Now you know that the character is standing on the 6th tile from the left and the 3rd from the top.

    Unless you're working on some really special system i don't see a point in having an event for each and every tile you've created. That is going to waste both memory and your own time.

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    Re: Another question about RPG Mapping system

    Thanks for the input. No, not for each tile. my world is much larger than 300 map points. As said earlier, Spread value on the main game screen (frame 1) has reduced it to one event.

    The problem arises on the map screen (frame 2) where the sub-app is located, which contains the actual map. When the global value has changed I set the map locator on the map in a different place. This is where I am wringing my hands, having to put 300 map location events.

    Maybe I can put in a dummy active and try to set up a spread value of somekind with the dummy.

    Maybe I will also try to work with the new "Add Value" Object that has just been updated with a spread value option.

    Any other ideas would be appreciated.
    Thanks
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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