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[Scripting Question] Would anyone be able to convert the script to v18?

I have heard that this script works in v18: (broken link removed). However, in the script you need to change ALL instances of the variable "DEFAULTSCREENHEIGHT" to "SCREEN_HEIGHT", "TILEWIDTH" to "TILE_WIDTH", and "TILEHEIGHT" to "TILE_HEIGHT". If you still get an error, please post the message. I may have missed a variable or two to rename.
 
I have heard that this script works in v18: (broken link removed). However, in the script you need to change ALL instances of the variable "DEFAULTSCREENHEIGHT" to "SCREEN_HEIGHT", "TILEWIDTH" to "TILE_WIDTH", and "TILEHEIGHT" to "TILE_HEIGHT". If you still get an error, please post the message. I may have missed a variable or two to rename.


I really want to implement it in my game, but with their tutorial, I couldn't even use it in v17. Could you make me a simple and practical tutorial? for example, I can't use the entry script on the secret base or configure the exit map.
 
You can use the secret base script made by Vendily
 
You can use the secret base script made by Vendily

This is what I suggested with the Relic Castle link in my first post.

I really want to implement it in my game, but with their tutorial, I couldn't even use it in v17. Could you make me a simple and practical tutorial? for example, I can't use the entry script on the secret base or configure the exit map.

So your issue is not that you weren't able to upgrade it to v18, but that you can't follow the instructions listed on the script's page?

The instructions for creating the entry point are written as:
Spoiler:

All this is saying is to create an event in the place where you want the player to be able to enter the secret base from, and name it "SecretBase(1, treeSquare)", where you replace the "1" with whatever base ID you want (it has to be different from all other secret bases in your game), and replace "treeSquare" with one of the three templates defined around lines 68-70 of the script.

You can create a normal exit event to the original map that player enters from. What's so hard about that?
 
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