Group: Member
Posts: 5
Type: None
RM Skill: Undisclosed
Hey all, im using XAS 3.91 and Passablity mini-map from Selwyn/Squal
script is inside this
CODE
#============================================================================== # à ¹‚– Passability Mini Map #------------------------------------------------------------------------------ # made by Selwyn/Squall // selwyn@rmxp.ch # released the 30th of May 2006 #==============================================================================
#============================================================================== # à ¹‚– Scene_Map #------------------------------------------------------------------------------ # draw the mini map # @corner is the corner you want the mini map to be displayed in. # 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right #==============================================================================
class Scene_Map alias main_passminimap main alias update_passminimap update alias transfer_passminimap transfer_player
#-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ initialize #-------------------------------------------------------------------------- def initialize @corner = 4 # 1 or 2 or 3 or 4 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ main #-------------------------------------------------------------------------- def main @mini_map = Map_Event.new(@corner) main_passminimap @mini_map.dispose end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ update #-------------------------------------------------------------------------- def update @mini_map.update if $game_system.map_interpreter.running? @mini_map.visible = false elsif not $game_system.map_interpreter.running? and @mini_map.on? @mini_map.visible = true end update_passminimap end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ transfer_player #-------------------------------------------------------------------------- def transfer_player transfer_passminimap @mini_map.dispose @mini_map = Map_Event.new(@corner) end end
#============================================================================== # à ¹‚– Map_Base #------------------------------------------------------------------------------ # à ¹�'€€Base class for mini maps #==============================================================================
class Map_Base < Sprite
#-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ constants and instances #-------------------------------------------------------------------------- PMP_VERSION = 6 ACTIVATED_ID = 5 # set the switch id for the minimap display (on/off) attr_reader :event #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ initialize #-------------------------------------------------------------------------- def initialize(corner) super(Viewport.new(16, 16, width, height)) viewport.z = 8000 @border = Sprite.new @border.x = viewport.rect.x - 6 @border.y = viewport.rect.y - 6 @border.z = viewport.z - 1 @border.bitmap = RPG::Cache.picture("mapback") self.visible = on? self.opacity = 180 case corner when 1 self.x = 16 self.y = 16 when 2 self.x = 640 - width - 16 self.y = 16 when 3 self.x = 16 self.y = 480 - height - 16 when 4 self.x = 673#640 - width - 16 self.y = 69#480 - height - 16 else self.x = 16 self.y = 16 end self.visible = on? end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ dispose #-------------------------------------------------------------------------- def dispose @border.dispose super end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ x= #-------------------------------------------------------------------------- def x=(x) self.viewport.rect.x = x @border.x = x - 6 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ y= #-------------------------------------------------------------------------- def y=(y) self.viewport.rect.y = y @border.y = y - 6 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ visible= #-------------------------------------------------------------------------- def visible=(bool) super self.viewport.visible = bool @border.visible = bool end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ minimap_on? #-------------------------------------------------------------------------- def on? return true #if $game_switches[ACTIVATED_ID] = false end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ update #-------------------------------------------------------------------------- def update super self.visible = on? if viewport.ox < display_x viewport.ox += 1 elsif viewport.ox > display_x viewport.ox -= 1 end if viewport.oy < display_y viewport.oy += 1 elsif viewport.oy > display_y viewport.oy -= 1 end end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ width #-------------------------------------------------------------------------- def width return 104#120 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ height #-------------------------------------------------------------------------- def height return 70#90 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ display_x #-------------------------------------------------------------------------- def display_x return $game_map.display_x * 3 / 64 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ display_y #-------------------------------------------------------------------------- def display_y return $game_map.display_y * 3 / 64 end end
#============================================================================== # à ¹‚– Map_Passability #------------------------------------------------------------------------------ # draws the mini map # # à ¹�'€€thanks to Fanha Giang (aka fanha99) for the autotile drawing method #==============================================================================
class Map_Passability < Map_Base #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ constants #-------------------------------------------------------------------------- INDEX = [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18, 19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] Y = [0, 0, 1, 1] #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ initialize #-------------------------------------------------------------------------- def initialize(corner) super(corner) @autotile = RPG::Cache.picture("minimap_tiles") setup() end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ setup #-------------------------------------------------------------------------- def setup() @map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id)) tileset = $data_tilesets[@map.tileset_id] @passages = tileset.passages @priorities = tileset.priorities redefine_tiles refresh end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ pass #-------------------------------------------------------------------------- def pass(tile_id) return 15 if tile_id == nil return @passages[tile_id] != nil ? @passages[tile_id] : 15 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ passable #-------------------------------------------------------------------------- def passable(tile_id) return pass(tile_id) < 15 end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ redefine_tile #-------------------------------------------------------------------------- def redefine_tiles width = @map.width height = @map.height map = RPG::Map.new(width, height) map.data = @map.data.dup for x in 0...width for y in 0...height for level in [1, 2] id = @map.data[x, y, level] if id != 0 and @priorities[id] == 0 @map.data[x, y, 0] = id @passages[@map.data[x, y, 0]] = @passages[id] end end end end for x in 0...width for y in 0...height for level in [0] tile = @map.data[x, y, level] u = @map.data[x, y-1, level] l = @map.data[x-1, y, level] r = @map.data[x+1, y, level] d = @map.data[x, y+1, level] if !passable(tile) map.data[x, y] = 0 else if tile == 0 map.data[x, y, level] = 0 next end if pass(tile) < 15 if !passable(u) and !passable(l) and !passable(r) and !passable(d) map.data[x, y, level] = 0 elsif !passable(u) and !passable(l) and !passable(r) and passable(d) map.data[x, y, level] = 90 elsif !passable(u) and !passable(l) and !passable(d) and passable(r) map.data[x, y, level] = 91 elsif !passable(u) and !passable(r) and !passable(d) and passable(l) map.data[x, y, level] = 93 elsif !passable(l) and !passable(r) and !passable(d) and passable(u) map.data[x, y, level] = 92 elsif !passable(u) and !passable(d) and passable(r) and passable(l) map.data[x, y, level] = 81 elsif !passable(u) and !passable(r) and passable(d) and passable(l) map.data[x, y, level] = 84 elsif !passable(u) and !passable(l) and passable(d) and passable(r) map.data[x, y, level] = 82 elsif !passable(d) and !passable(r) and passable(l) and passable(u) map.data[x, y, level] = 86 elsif !passable(d) and !passable(l) and passable(r) and passable(u) map.data[x, y, level] = 88 elsif !passable(r) and !passable(l) and passable(d) and passable(u) map.data[x, y, level] = 80 elsif !passable(u) and passable(d) and passable(r) and passable(l) map.data[x, y, level] = 68 elsif !passable(d) and passable(u) and passable(r) and passable(l) map.data[x, y, level] = 76 elsif !passable(r) and passable(d) and passable(u) and passable(l) map.data[x, y, level] = 72 elsif !passable(l) and passable(d) and passable(u) and passable(r) map.data[x, y, level] = 64 else map.data[x, y, level] = 48 end else map.data[x, y, level] = 0 end end end end end @map = map.dup map = nil end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ refresh #-------------------------------------------------------------------------- def refresh self.visible = false self.bitmap = Bitmap.new(@map.width * 6, @map.height * 6) bitmap = Bitmap.new(@map.width * 6, @map.height * 6) rect1 = Rect.new(6, 0, 6, 6) for y in 0...@map.height for x in 0...@map.width for level in [0] tile_id = @map.data[x, y, level] next if tile_id == 0 id = tile_id / 48 - 1 tile_id %= 48 for g in 0..3 h = 4 * tile_id + g y1 = INDEX[h] / 6 x1 = INDEX[h] % 6 rect2 = Rect.new(x1 * 3, y1 * 3, 3, 3) bitmap.blt(x * 6 + X[g] * 3, y * 6 + Y[g] * 3, @autotile, rect2) end end end end d_rect = Rect.new(0, 0, @map.width * 6, @map.height * 6) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.bitmap.stretch_blt(d_rect, bitmap, s_rect) self.viewport.ox = display_x self.viewport.oy = display_y bitmap.clear bitmap.dispose end end
#============================================================================== # à ¹‚– Map_Event #------------------------------------------------------------------------------ # à ¹�'€€draw the events and hero position #==============================================================================
class Map_Event < Map_Passability #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ initialize #-------------------------------------------------------------------------- def initialize(corner = 4) super(corner) @dots = [] @player = Sprite.new(self.viewport) @player.bitmap = RPG::Cache.picture("mmcursors") @player.src_rect = Rect.new(0, 0, 15, 15) @player.z = self.z + 3 @events = {} for key in $game_map.events.keys event = $game_map.events[key] next if event.list == nil for i in 0...event.list.size next if event.list[i].code != 108 @events[key] = Sprite.new(self.viewport) @events[key].z = self.z + 2 if event.list[i].parameters[0].include?("event") @events[key].bitmap = RPG::Cache.picture("event") elsif event.list[i].parameters[0].include?("enemy") @events[key].bitmap = RPG::Cache.picture("enemy") elsif event.list[i].parameters[0].include?("teleport") @events[key].bitmap = RPG::Cache.picture("teleport") elsif event.list[i].parameters[0].include?("chest") @events[key].bitmap = RPG::Cache.picture("chest") elsif event.list[i].parameters[0].include?("npc") @events[key].bitmap = RPG::Cache.picture("npc") elsif event.list[i].parameters[0].include?("savepoint") @events[key].bitmap = RPG::Cache.picture("savepoint") end end end end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ dispose #-------------------------------------------------------------------------- def dispose @player.dispose for event in @events.values event.dispose end super end #-------------------------------------------------------------------------- # à ¹‚â€â€Ã¯Â¿Â½ update #-------------------------------------------------------------------------- def update super @player.x = $game_player.real_x * 3 / 64 - 5 @player.y = $game_player.real_y * 3 / 64 - 4 @player.src_rect.x = ($game_player.direction / 2 - 1) * 15 for key in @events.keys event = @events[key] mapevent = $game_map.events[key] event.x = mapevent.real_x * 3 / 64 event.y = mapevent.real_y * 3 / 64 end end end
and when an enemy (event) dies, on XAS, it disapears from the map, and with this script, it cause the game to crash on the code line of mapevent.real_x
the last one, from what i concluded is, since the event 'disapear', there is no longer a real_x/y so the map cant 'load' the event X/Y cauing it to crash, is there some way to change it, for when a event is gone, it stop obtain it
i tried make some changes using |= nil with some ifs but got lots errors and got kinda stuck
thanks.
edit: if someone knows how change the script, so it only 'refresh' the event icons and not the whole map, i'd appreciate, since at the moment, when you interact with an event and if it moves, the entire map 'blinks' due to the refresh, and is kinda annoying when u pushing a box and you see whole map flashing =)
This post has been edited by johnny55: Apr 23 2011, 02:03 PM