QUOTE
First, put these inside your game's pictures folder, make sure to set the transparency and DON'T name them anything else!
http://i31.photobucket.com/albums/c391/Sky...esource/npc.png
http://i31.photobucket.com/albums/c391/Sky...ce/teleport.png
http://i31.photobucket.com/albums/c391/Sky...ource/chest.png
http://i31.photobucket.com/albums/c391/Sky...ource/enemy.png
http://i31.photobucket.com/albums/c391/Sky...ource/event.png
http://i31.photobucket.com/albums/c391/Sky...e/savepoint.png
http://i31.photobucket.com/albums/c391/Sky...rce/mapback.png
http://i31.photobucket.com/albums/c391/Sky...nimap_tiles.png
http://i31.photobucket.com/albums/c391/Sky...e/mmcursors.png
http://i31.photobucket.com/albums/c391/Sky...esource/npc.png
http://i31.photobucket.com/albums/c391/Sky...ce/teleport.png
http://i31.photobucket.com/albums/c391/Sky...ource/chest.png
http://i31.photobucket.com/albums/c391/Sky...ource/enemy.png
http://i31.photobucket.com/albums/c391/Sky...ource/event.png
http://i31.photobucket.com/albums/c391/Sky...e/savepoint.png
http://i31.photobucket.com/albums/c391/Sky...rce/mapback.png
http://i31.photobucket.com/albums/c391/Sky...nimap_tiles.png
http://i31.photobucket.com/albums/c391/Sky...e/mmcursors.png
Second, you MUST put this script above main and name it Minimap:
[Show/Hide] The Code
CODE
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Passability Mini Map
#------------------------------------------------------------------------------
# made by Selwyn/Squall // selwyn@rmxp.ch
# released the 30th of May 2006
#==============================================================================
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ initialize
#--------------------------------------------------------------------------
def initialize
@corner = 4 # 1 or 2 or 3 or 4
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ main
#--------------------------------------------------------------------------
def main
@mini_map = Map_Event.new(@corner)
main_passminimap
@mini_map.dispose
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_passminimap
@mini_map.dispose
@mini_map = Map_Event.new(@corner)
end
end
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Base
#------------------------------------------------------------------------------
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬Base class for mini maps
#==============================================================================
class Map_Base < Sprite
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ constants and instances
#--------------------------------------------------------------------------
PMP_VERSION = 6
ACTIVATED_ID = 1 # set the switch id for the minimap display (on/off)
attr_reader :event
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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 = 640 - width - 16
self.y = 480 - height - 16
else
self.x = 16
self.y = 16
end
self.visible = on?
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ dispose
#--------------------------------------------------------------------------
def dispose
@border.dispose
super
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ x=
#--------------------------------------------------------------------------
def x=(x)
self.viewport.rect.x = x
@border.x = x - 6
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ y=
#--------------------------------------------------------------------------
def y=(y)
self.viewport.rect.y = y
@border.y = y - 6
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ visible=
#--------------------------------------------------------------------------
def visible=(bool)
super
self.viewport.visible = bool
@border.visible = bool
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ minimap_on?
#--------------------------------------------------------------------------
def on?
return $game_switches[ACTIVATED_ID]
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ width
#--------------------------------------------------------------------------
def width
return 120
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ height
#--------------------------------------------------------------------------
def height
return 90
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ display_x
#--------------------------------------------------------------------------
def display_x
return $game_map.display_x * 3 / 64
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ display_y
#--------------------------------------------------------------------------
def display_y
return $game_map.display_y * 3 / 64
end
end
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Passability
#------------------------------------------------------------------------------
# draws the mini map
#
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬thanks to Fanha Giang (aka fanha99) for the autotile drawing method
#==============================================================================
class Map_Passability < Map_Base
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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]
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ initialize
#--------------------------------------------------------------------------
def initialize(corner)
super(corner)
@autotile = RPG::Cache.picture("minimap_tiles")
setup()
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ pass
#--------------------------------------------------------------------------
def pass(tile_id)
return 15 if tile_id == nil
return @passages[tile_id] != nil ? @passages[tile_id] : 15
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ passable
#--------------------------------------------------------------------------
def passable(tile_id)
return pass(tile_id) < 15
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Event
#------------------------------------------------------------------------------
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬draw the events and hero position
#==============================================================================
class Map_Event < Map_Passability
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ dispose
#--------------------------------------------------------------------------
def dispose
@player.dispose
for event in @events.values
event.dispose
end
super
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Passability Mini Map
#------------------------------------------------------------------------------
# made by Selwyn/Squall // selwyn@rmxp.ch
# released the 30th of May 2006
#==============================================================================
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ initialize
#--------------------------------------------------------------------------
def initialize
@corner = 4 # 1 or 2 or 3 or 4
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ main
#--------------------------------------------------------------------------
def main
@mini_map = Map_Event.new(@corner)
main_passminimap
@mini_map.dispose
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_passminimap
@mini_map.dispose
@mini_map = Map_Event.new(@corner)
end
end
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Base
#------------------------------------------------------------------------------
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬Base class for mini maps
#==============================================================================
class Map_Base < Sprite
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ constants and instances
#--------------------------------------------------------------------------
PMP_VERSION = 6
ACTIVATED_ID = 1 # set the switch id for the minimap display (on/off)
attr_reader :event
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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 = 640 - width - 16
self.y = 480 - height - 16
else
self.x = 16
self.y = 16
end
self.visible = on?
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ dispose
#--------------------------------------------------------------------------
def dispose
@border.dispose
super
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ x=
#--------------------------------------------------------------------------
def x=(x)
self.viewport.rect.x = x
@border.x = x - 6
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ y=
#--------------------------------------------------------------------------
def y=(y)
self.viewport.rect.y = y
@border.y = y - 6
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ visible=
#--------------------------------------------------------------------------
def visible=(bool)
super
self.viewport.visible = bool
@border.visible = bool
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ minimap_on?
#--------------------------------------------------------------------------
def on?
return $game_switches[ACTIVATED_ID]
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ width
#--------------------------------------------------------------------------
def width
return 120
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ height
#--------------------------------------------------------------------------
def height
return 90
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ display_x
#--------------------------------------------------------------------------
def display_x
return $game_map.display_x * 3 / 64
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ display_y
#--------------------------------------------------------------------------
def display_y
return $game_map.display_y * 3 / 64
end
end
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Passability
#------------------------------------------------------------------------------
# draws the mini map
#
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬thanks to Fanha Giang (aka fanha99) for the autotile drawing method
#==============================================================================
class Map_Passability < Map_Base
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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]
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ initialize
#--------------------------------------------------------------------------
def initialize(corner)
super(corner)
@autotile = RPG::Cache.picture("minimap_tiles")
setup()
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ pass
#--------------------------------------------------------------------------
def pass(tile_id)
return 15 if tile_id == nil
return @passages[tile_id] != nil ? @passages[tile_id] : 15
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ passable
#--------------------------------------------------------------------------
def passable(tile_id)
return pass(tile_id) < 15
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#==============================================================================
# ƒ ‚¹â‚šƒ¢â€š¬â‚“ Map_Event
#------------------------------------------------------------------------------
# ƒ ‚¹ï¿½'ƒ¢â‚š‚¬ƒ¢â‚š‚¬draw the events and hero position
#==============================================================================
class Map_Event < Map_Passability
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ dispose
#--------------------------------------------------------------------------
def dispose
@player.dispose
for event in @events.values
event.dispose
end
super
end
#--------------------------------------------------------------------------
# ƒ ‚¹â‚šƒ¢â€š¬â‚ƒ¯‚¿‚½ 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
The little dots that appear on the screen (your character is a red dot, i believe) are color coded, for NPCs, Treasure, Events, and other stuff.
You must put the following in a comment on your event page depending on what color you want the dot to be:
____________________
npc
teleport
chest
enemy
event
savepoint____________________
Whichever word you have in that comment is what color your dot will be, so if you typed "enemy" in a comment then the dot on the minimap would show a red dot where that enemy is.
By default, the minimap is in the lower right hand of the screen, though you can change it to any different one.
If you need any more help with this, just ask me!
source : http://translate.google.com/translate?js=n...history_state0=(Translated From Thai)
OH CRAP I forgot something!
On the site I got it from, at the bottom it tells you about how to turn the minimap on and off with a switch. The one it is currently at in the script is Switch #1, but you can change it somehow. Just look at the site and it will explain it for you!
TESTED AND WORKS!
