Anyone know how to fix the Mini Map script so that it won't make one for the main map. Reason: the world map is too large for the script to recreate. Anyone know how to fix this?
You Could,
A. Make Your World Map In Sections. (Just Face It :-\)
B. Give Up On A God Damn Mini Map. :D
C. Try Minimizing Your World Map. 8)
By The Way Don't Forget To Checkout My New Game Heres The Link >>http://rmrk.net/index.php/topic,38332.msg447657.html#msg447657 (http://rmrk.net/index.php/topic,38332.msg447657.html#msg447657)<<
If this is the only option, I will just take that script out. (I hope it isn't...) :-\
I don't know what the minimap script is, but there is almost certainly a way to hide it. Link me to the script please.
Is exactly as follows:
#===============================================================
# ? [VX] ? MiniMap ? ?
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 09/06/2008
# ? Version: 1.0
#--------------------------------------------------------------
# ? Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------
module MiniMap
#===========================================================================
# [START] MINIMAP SCRIPT SETUP PART
#---------------------------------------------------------------------------
SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap
MAP_RECT = [410, 20, 100, 100] # Minimap size and position
# [X, Y, Width, Height]
# You can change it in game, by call script:
# $game_system.minimap = [X, Y, Width, Height]
MAP_Z = 0 # Minimap's Z-coordinate
# Increase this number if there is problem that minimap show below some objects.
GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.
MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
# Color.new(Red, Green, Blue, Opacity)
MINIMAP_BORDER_SIZE = 2 # Minimap's border size
FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color
USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color
PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
#---------------------------------------------------------------------------
OBJECT_COLOR = {} # Don't change or delete this line!
#===============================================================
# * SETUP EVENT KEYWORD & COLOR
#---------------------------------------------------------------
# ** Template:
# OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
#-------------------------------------------------------------
# * 'keyword': Word you want to put in event's comment to show this color
# ** Note: 'keyword' is CASE SENSITIVE!
# * Color.new(...): Color you want
# You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
#-------------------------------------------------------------
OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)
#===========================================================================
# * [OPTIONAL] TAGS:
#---------------------------------------------------------------------------
# Change keyword for disable minimap & keyword for show event on minimap~
#-----------------------------------------------------------------------
TAG_NO_MINIMAP = '[NOMAP]' # Tag for disable minimap
TAG_EVENT = 'MMEV' # Tag for show event on minimap
#---------------------------------------------------------------------------
#---------------------------------------------------------------------------
# [END] MINIMAP SCRIPT SETUP PART
#===========================================================================
def self.refresh
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.refresh
end
end
def self.update_object
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.update_object_list
end
end
end
#==============================================================================
# ¦ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
def name
return @name.gsub(/\[.*\]/) { }
end
def original_name
return @name
end
def show_minimap?
return !@name.include?(MiniMap::TAG_NO_MINIMAP)
end
end
#==============================================================================
# ¦ Game_System
#==============================================================================
class Game_System
attr_accessor :minimap
alias wora_minimap_gamsys_ini initialize
def initialize
wora_minimap_gamsys_ini
@minimap = MiniMap::MAP_RECT
end
def show_minimap
return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
end
end
#==============================================================================
# ¦ Game_Map
#==============================================================================
class Game_Map
alias wora_minimap_gammap_setup setup
def setup(map_id)
wora_minimap_gammap_setup(map_id)
@db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
@map_info = @db_info[map_id]
end
def show_minimap?
return @map_info.show_minimap?
end
end
#==============================================================================
# ¦ Game_Event
#==============================================================================
class Game_Event < Game_Character
def mm_comment?(comment, return_comment = false )
if !@list.nil?
for i in 0...@list.size - 1
next if @list.code != 108
if @list.parameters[0].include?(comment)
return @list.parameters[0] if return_comment
return true
end
end
end
return '' if return_comment
return false
end
end
#==============================================================================
# ¦ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
def initialize(tilemap)
@tilemap = tilemap
refresh
end
def dispose
@border.bitmap.dispose
@border.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
end
def visible
return @map_sprite.visible
end
def visible=(value)
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
@border.visible = value
end
def refresh
@mmr = $game_system.minimap
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
@x = 0
@y = 0
@size = [map_rect.width / grid_size, map_rect.height / grid_size]
@border = Sprite.new
@border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
@border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
@border.bitmap = Bitmap.new(b_width, b_height)
@border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
@border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
@border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
@border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
@map_sprite = Sprite.new
@map_sprite.x = map_rect.x
@map_sprite.y = map_rect.y
@map_sprite.z = MiniMap::MAP_Z
bitmap_width = $game_map.width * grid_size + map_rect.width
bitmap_height = $game_map.height * grid_size + map_rect.height
@map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@map_sprite.src_rect = map_rect
@object_sprite = Sprite.new
@object_sprite.x = map_rect.x
@object_sprite.y = map_rect.y
@object_sprite.z = MiniMap::MAP_Z + 1
@object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@object_sprite.src_rect = map_rect
@position_sprite = Sprite_Base.new
@position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
@position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
@position_sprite.z = MiniMap::MAP_Z + 2
bitmap = Bitmap.new(grid_size, grid_size)
# Player's Outline
if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
bitmap.rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
@position_sprite.bitmap = bitmap
draw_map
update_object_list
draw_object
update_position
end
def draw_map
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
$game_map.width.times do |i|
$game_map.height.times do |j|
if !$game_map.passable?(i, j)
next
end
rect = Rect.new(map_rect.width / 2 + grid_size * i,
map_rect.height / 2 + grid_size * j,
grid_size, grid_size)
if grid_size >= 3
if !$game_map.passable?(i, j)
rect.height -= 1
rect.x += 1
rect.width -= 1
rect.width -= 1
rect.y += 1
rect.height -= 1
end
end
bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
end
end
end
def update_object_list
@object_list = {}
$game_map.events.values.each do |e|
comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
if comment != ''
type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
@object_list[type] = [] if @object_list[type].nil?
@object_list[type] << e
end
end
end
def draw_object
bitmap = @object_sprite.bitmap
bitmap.clear
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
rect = Rect.new(0, 0, grid_size, grid_size)
mw = map_rect.width / 2
mh = map_rect.height / 2
@object_list.each do |key, events|
color = MiniMap::OBJECT_COLOR[key]
next if events.nil? or color.nil?
events.each do |obj|
if !obj.character_name.empty?
rect.x = mw + obj.real_x * grid_size / 256
rect.y = mh + obj.real_y * grid_size / 256
# Event's Outline
if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, color)
end
end
end
end
def update
if @mmr != $game_system.minimap
dispose
refresh
end
draw_object
update_position
if @map_sprite.visible
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
end
def update_position
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
sx = $game_player.real_x * grid_size / 256
sy = $game_player.real_y * grid_size / 256
@map_sprite.src_rect.x = sx
@map_sprite.src_rect.y = sy
@object_sprite.src_rect.x = sx
@object_sprite.src_rect.y = sy
end
end
#==============================================================================
# ¦ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
attr_reader :minimap
alias wora_minimap_sprsetmap_ini initialize
alias wora_minimap_sprsetmap_dis dispose
alias wora_minimap_sprsetmap_upd update
def initialize
wora_minimap_sprsetmap_ini
if $game_map.show_minimap?
@minimap = Game_MiniMap.new(@tilemap)
$game_system.show_minimap = true if $game_system.show_minimap.nil?
@minimap.visible = $game_system.show_minimap
end
end
def dispose
@minimap.dispose if !@minimap.nil?
wora_minimap_sprsetmap_dis
end
def update
if !@minimap.nil?
if $game_system.show_minimap
@minimap.visible = true
@minimap.update
else
@minimap.visible = false
end
end
wora_minimap_sprsetmap_upd
end
end
#==============================================================================
# ¦ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
attr_reader :spriteset
end
Firstly, use code tags when posting scripts.
See this line:
SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap
That means that if you turn switch 10 ON then the minimap will not be shown. So all you have to do is turn that switch on for the maps where you want the minimap and off for the ones you don't. If you don't want to use switch 10 then you can use any other switch you want by changing the 10 in the above line to whatever switch you want to use.
The mini map works on a switch, the switch off.
U the best modern, u 2 star. pwnage.
:1up:
Btw, where do I place the switch? :-\
Just parallel process it on the world map. Hopefully that should work, but I'm not sure if this script draws the map before the events play.
So, I suppose I should make an event on my world map and make a parallel process event with a script: SWITCH_NO_MINIMAP = 10 ?
No, you should simply make an event and use the Control Switch event command:
Control Switch: [0010: XYZ] = ON
Y call it XYZ ? I'll try it.
XYZ was just a placeholder, I'm guessing. You could call the switch anything.
Yeah, call it whatever you want.
It won't work. :-\ I made a control switch 10: XYZ= ON and off, but still: Script 'Mini Map' line 210: RGSSError occured. Getting frustrated... :(
OK, well attach your project to a post and I will take a look at it and see what's going wrong.
WHY WON'T IT WORK??? stupid script take this: *FALCON PUNCH!!*
lol XD did u see my previous post? Click to see that guy punch the other guy; it's an animated gif. If you know who cpt. falcon is u'd know what falcon punch is. Well anyway as u can probably guess, I'm relatively new here.. Where and how do i post my proj?
It's probably a good idea to zip or compress your game data into one file. On your RPG Maker, press file, and go to compress game data. Attach that to your next post. I'm guessing you already know how to attach things, since you've been attaching those random pictures.
Lol ya.
Umm... Since tuns of users can see my posts and all can copy similarly to my game and I don't want this, is there a way i can just send it to 1 person and not all who read this topic? ??? :-\
No one wants to copy your game, get over yourself. This isn't your script anyway.
If you're worried, just recreate the error in a new project and send that.
File size too big... I'll just save the trouble and take it out. I don't rlly need 1 anyway.