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Charlie's Passability Mini-Map, Version 0.4 - Printable Version

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Charlie's Passability Mini-Map - sakhawat21 - 06-01-2010

I think this is the best mini map script! Good job Charlie.


Charlie's Passability Mini-Map - sakhawat21 - 06-09-2010

Erm.. Charlie could you help me please? I have a question.

So, I want to show the NPCs in the Mini-Map. But I only see Enemy and Teleport commands to use through comments. Is it possible to show the NPCs through comments too?


Charlie's Passability Mini-Map - Charlie Fleed - 06-09-2010

I have a newer version in my HD. Although it isn't really ready to be released, I'm posting it here:

version 0.4.4

As you can see, there's a new section in the configuration,
Code:
KEYWORDS={"Gabbiano"=>Color.new(255,255,255,100),
"Crow"=>Color.new(255,255,255,100),
"Squirrel"=>Color.new(255,255,255,100)}

which allows you to define keywords to identify any event you want to be displayed on the map. You just need to put a comment in the first page of this event You have to name the event with that same keyword. Try it.


Charlie's Passability Mini-Map - sakhawat21 - 06-10-2010

I copy-pasted the script. But at first it showed me could not find file passmap bg. I fixed it renaming my background image to that. But then when I play tested the game, it showed me another error. Here is a screenshot attached. (Click to view full size)


Charlie's Passability Mini-Map - Charlie Fleed - 06-10-2010

I guess there's a little piece missing. Sorry about that.

Code:
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
class Game_Event
  attr_reader :event
end

Add it to the script.


Charlie's Passability Mini-Map - sakhawat21 - 06-10-2010

Great! It's working now. Thanks for the help.


Charlie's Passability Mini-Map - Charlie Fleed - 06-10-2010

You're welcome.


Charlie's Passability Mini-Map - outlandish - 06-14-2010

Hi. Great work on your minimap. It's pretty cool. I have a suggestion that others may try if they don't want the drab gray map. Now there could be a flaw in this, but so far, it's worked for me. What I did is take screenshots of my map in the editor and stitch them together to make a full image of the map level. Then I play tested both maps. The script automatically generates the gray blocky map the first time you enter that map and then saves a pic of the map. From then on, if I understand it right, it uses the saved pick, named "passmapX" where x is the number index of your level map. So what I did was open those maps in Photoshop, and paste the pretty screenshot maps into the appropriate files. Then I scaled those to fit the small size of the image. From there I flattened the image, saved it with the exact same name, and wa la. In the game the script uses the pretty mini maps.

Is there any way the script might accidentally regenerate a map and save over the nice minimap pics? So far it hasn't but I haven't fully tested it. I think if I made changes to the passibility of the map it might generate a new gray map. So what do you all think?

I do have a question though? I want to make it so that when I hit the Y key it toggles the minimap. But every attempt I've tried doesn't seem to work. I don't know what I'm doing wrong. Could someone show how to do that? Thanks so much.

Let me include a screen shot of the fancy minimap using the default code, an image for the player, and a pretty map background.
[Image: minimapscreenshot01.png]

Uploaded with ImageShack.us


Charlie's Passability Mini-Map - Charlie Fleed - 06-14-2010

That's a very good idea, outlandish. The image is not re-generated unless you delete it or specifically call the command for it, so your map will be used throughout the whole game.

In order to make the map appear/disappear you can either
1) call the commands "hide_passmap" and "show_passmap"
2) change the value of the boolean variable "$game_system.minimap_visible"
3) only in version 0.4.4, use a switch, the one configured at the line "HIDE_SWITCH_NUMBER=nn".

Of course you will have to do that in a common event that checks when the Y key is pressed and bla bla bla, i guess you know how to manage that part.


Charlie's Passability Mini-Map - outlandish - 06-14-2010

Thanks! I'm glad you like the idea about switching the passmap pics. By the same token you could take the minimap image that you've stitched together and make it a sepia tone to give it an old fashioned look. Skies really the limit.

Now I know you can add things like npcs and monsters to your mini map. But I can't seem to get it to work. I've added the graphics in the config and I've tried naming the events according to the Keywords, I've tried adding the keyword to the comment of the event. But I can't seem to make anything show up on the mini map except the player. I'm just not sure how it works. I'd really appreciate some help on that.

Also I keep trying to get the code to trigger the map on and off, and I don't seem to be doing it right. I've looked at other scripts and I'm just not sure what I'm doing wrong. Maybe you could correct my code to help me see what I have to do. Here's the code.

Code:
if Input.trigger?(Input::Y)
  if $game_system.minimap_visible==true
    hide_passmap
  else
    show_passmap
  end
end

Edit: Ok, I'm stupid. I just reread your post and figured out how to make the various events appear on the map, though I'm still trying to figure out how to use images for the Keywords instead of the colored pixels. Also, I enlarged the pixel size of the blips to 4x4 so they show up better. Thant seems to help. As for the toggle switch, I figured out how to event it though it works kind of sketchy. I really want to figure out what I'm doing wrong with this trigger code. It's very much like code I've seen in other scripts, so I'm not sure where I messed it up. Anyway, thanks for making such a great script!

Any help would be appreciated. I must be doing something wrong but I can't figure what. Thanks so much.