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using Squall's map script with FPLE - Printable Version

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+--- Thread: using Squall's map script with FPLE (/thread-5306.html)



using Squall's map script with FPLE - ThePrinceofMars - 10-19-2014

hi everyone I have been using a great map script by someone called Squall with first person labyrinth explorer and it works fine while your exploring
[Image: mapproblem1.png]
but if you press ALT the map goes to full screen mode
[Image: mapproblem2.png]
and if you are standing still this works BUT if you are moving between tiles it will make the game crash so what I am asking is can we either take out the ability to go full screen something I don't want to do but its better than making the game crash or can one of you nice guys figure out a way to fix it here is Squalls map script if you allready have fple or if not I am attaching my game to this post
Code:
    #################################################################
        ##################### Autor Squall ##############################
        #################################################################
        # For the position of your NPCs, enemies or teleports to appear in
        # the map, you have to add comments on the events,
        # Enter the command of events and select the command "comment".
        # Type event for events
        # Type enemy for enemies
        # Type teleport for teleports
        # Type savepoint for savepoints
        # Type chest for chests
        #################################################################
         
        class Game_Event < Game_Character
        #--------------------------------------------------------------------------
        # ? name
        #--------------------------------------------------------------------------
        def name
        return @event.name
        end
        end
         
        #==============================================================================
        # ¦ Map_Base
        #------------------------------------------------------------------------------
        # Base class for mini maps
        #
        # made by squall // squall@loeher.zzn.com
        #==============================================================================
         
        class Map_Base
        MP_VERSION = 5
        #--------------------------------------------------------------------------
        # ? Initialize
        #--------------------------------------------------------------------------
        def initialize(corner, use_windowskin)
        @tileset_name = $game_map.tileset_name
        @bg = Window_Base.new(0, 0, 144, 112)
        @bg.z = 9000
        if no_display?
        @bg.windowskin = nil
        else
        unless use_windowskin
        @bg.dispose
        @bg = Window_Base.new(0, 0, 160, 128)
        @bg.contents = Bitmap.new(128, 96)
        @bg.windowskin = nil
        bmp = RPG::Cache.picture("mapback")
        @bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96))
        @bg.z = 9015
        end
        end
        @map = Sprite.new
        @map.bitmap = Bitmap.new(map_width, map_height)
        @map.z = 9005
        @event = Sprite.new
        @event.bitmap = Bitmap.new(map_width, map_height)
        @event.z = 9010
        self.back_opacity = 56
        self.opacity = 200
        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 = 640 - width - 16
        self.y = 480 - height - 16
        end
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_map_display?
        for event in $game_map.events.values
        if event.name.include?("[no map]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_event_display?
        for event in $game_map.events.values
        if event.name.include?("[no event]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_display?
        for event in $game_map.events.values
        if event.name.include?("[no map]") and event.name.include?("[no event]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? dispose
        #--------------------------------------------------------------------------
        def dispose
        @bg.dispose
        @map.bitmap.dispose
        @map.dispose
        @event.bitmap.dispose
        @event.dispose
        end
        #--------------------------------------------------------------------------
        # ? map
        #--------------------------------------------------------------------------
        def map
        return @map
        end
        #--------------------------------------------------------------------------
        # ? event
        #--------------------------------------------------------------------------
        def event
        return @event
        end
        #--------------------------------------------------------------------------
        # ? width
        #--------------------------------------------------------------------------
        def width
        return 128
        end
        #--------------------------------------------------------------------------
        # ? opacity=
        #--------------------------------------------------------------------------
        def height
        return 96
        end
        #--------------------------------------------------------------------------
        # ? opacity=
        #--------------------------------------------------------------------------
        def visible=(bool)
        @bg.visible = bool
        @event.visible = bool
        @map.visible = bool
        end
        #--------------------------------------------------------------------------
        # ? opacity
        #--------------------------------------------------------------------------
        def visible
        return @bg.visible
        end
        #--------------------------------------------------------------------------
        # ? opacity=
        #--------------------------------------------------------------------------
        def opacity=(opacity)
        @event.opacity = opacity
        @map.opacity = opacity
        end
        #--------------------------------------------------------------------------
        # ? opacity
        #--------------------------------------------------------------------------
        def opacity
        return @event.opacity
        end
        #--------------------------------------------------------------------------
        # ? back_opacity=
        #--------------------------------------------------------------------------
        def back_opacity=(opacity)
        @bg.opacity = opacity
        @bg.contents_opacity = opacity if @bg.contents != nil
        end
        #--------------------------------------------------------------------------
        # ? back_opacity
        #--------------------------------------------------------------------------
        def back_opacity
        return @bg.opacity
        end
        #--------------------------------------------------------------------------
        # ? x=
        #--------------------------------------------------------------------------
        def x=(x)
        @bg.x = x - (@bg.width - 128) / 2
        @event.x = x + 8
        @map.x = x + 8
        end
        #--------------------------------------------------------------------------
        # ? x
        #--------------------------------------------------------------------------
        def x
        return @bg.x
        end
        #--------------------------------------------------------------------------
        # ? y=
        #--------------------------------------------------------------------------
        def y=(y)
        @bg.y = y - (@bg.height - 96) / 2
        @event.y = y + 8
        @map.y = y + 8
        end
        #--------------------------------------------------------------------------
        # ? y
        #--------------------------------------------------------------------------
        def y
        return @bg.y
        end
        #--------------------------------------------------------------------------
        # ? map_width
        #--------------------------------------------------------------------------
        def map_width
        return $game_map.width * 112/20
        end
        #--------------------------------------------------------------------------
        # ? map_height
        #--------------------------------------------------------------------------
        def map_height
        return $game_map.height * 80/15
        end
        #--------------------------------------------------------------------------
        # ? display_x
        #--------------------------------------------------------------------------
        def display_x
        return $game_map.display_x / 128 * 112/20
        end
        #--------------------------------------------------------------------------
        # ? map_height
        #--------------------------------------------------------------------------
        def display_y
        return $game_map.display_y / 128 * 80/15
        end
        end
        #==============================================================================
        # ¦ Map_Mini
        #------------------------------------------------------------------------------
        # Base class for mini maps
        #
        # made by squall // squall@loeher.zzn.com
        #==============================================================================
         
        class Map_Mini < Map_Base
        #--------------------------------------------------------------------------
        # ? initialize
        #--------------------------------------------------------------------------
        def initialize(corner, use_windowskin)
        super(corner, use_windowskin)
        unless no_map_display?
        draw_map
        end
        end
        #--------------------------------------------------------------------------
        # ? update
        #--------------------------------------------------------------------------
        def update
        map.src_rect.set(display_x, display_y, width - 16, height - 16)
        if @tileset_name != $game_map.tileset_name
        @tileset_name = $game_map.tileset_name
        unless no_map_display?
        map.bitmap.clear
        draw_map
        end
        end
        end
        #--------------------------------------------------------------------------
        # ? draw_map
        #--------------------------------------------------------------------------
        def draw_map
        bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
        for i in 0...($game_map.width * $game_map.height)
        x = i % $game_map.width
        y = i / $game_map.width
        for level in 0...3
        tile_id = $game_map.data[x, y, level]
        if tile_id >= 384
        tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
        src_rect = Rect.new(0, 0, 32, 32)
        bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
        end
        if tile_id >= 48 and tile_id < 384
        id = tile_id / 48 - 1
        tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
        src_rect = Rect.new(32, 64, 32, 32)
        bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
        end
        end
        end
        d_rect = Rect.new(0, 0, map_width, map_height)
        s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
        map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
        bitmap.clear
        bitmap.dispose
        end
        end
        #==============================================================================
        # ¦ Map_Event
        #------------------------------------------------------------------------------
        # draw the events and hero position
        #==============================================================================
         
        class Map_Event < Map_Mini
        #--------------------------------------------------------------------------
        # ? initialize
        #--------------------------------------------------------------------------
        def initialize(corner = 4, windowskin = true)
        super(corner, windowskin)
        @dots = []
        end
        #--------------------------------------------------------------------------
        # ? refresh_dots
        #--------------------------------------------------------------------------
        def refresh_event_dots
        for event in $game_map.events.values
        bitmap = nil
        x = event.x * map_width / $game_map.width
        y = event.y * map_height / $game_map.height
        next if event.list == nil
        for i in 0...event.list.size
        if event.list[i].parameters[0].is_a?(String)
        if event.list[i].parameters[0] == "event"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "enemy"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0].include?("teleport")
        bitmap = RPG::Cache.picture("teleport")
        break
        elsif event.list[i].parameters[0] == "chest"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "npc"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "savepoint"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "yuhul"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        else
        bitmap = nil
        end
        end
        end
        @dots.push([x, y, bitmap])
        end
        end
        #--------------------------------------------------------------------------
        # ? refresh_dots
        #--------------------------------------------------------------------------
        def refresh_player_dot
        x = $game_player.x * map_width / $game_map.width
        y = $game_player.y * map_height / $game_map.height
        bitmap = RPG::Cache.picture("hero")
        @dots.push([x, y, bitmap])
        end
        #--------------------------------------------------------------------------
        # ? update
        #--------------------------------------------------------------------------
        def update
        super
        @dots.clear
        event.bitmap.clear
        refresh_event_dots unless no_event_display?
        refresh_player_dot unless no_display?
        for dot in @dots
        unless dot[2] == nil
        event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
        end
        end
        event.src_rect.set(display_x, display_y, width - 16, height - 16)
        end
        end
        #==============================================================================
        # ¦ Map_Full
        #------------------------------------------------------------------------------
        # made by squall // squall@loeher.zzn.com
        #==============================================================================
         
        class Map_Full
        #--------------------------------------------------------------------------
        # ? Initialize
        #--------------------------------------------------------------------------
        def initialize
        @dots = []
        @teleport_sprites = []
        if $game_map.width > $game_map.height
        @map_width = 640
        @map_height = $game_map.height * @map_width / $game_map.width
        if @map_height > 480
        @map_height = 480
        end
        else
        @map_height = 480
        @map_width = $game_map.width * @map_height / $game_map.height
        if @map_width > 640
        @map_width = 640
        end
        end
        @map = Sprite.new
        @event = Sprite.new
        @map.bitmap = Bitmap.new(width, height)
        @event.bitmap = Bitmap.new(width, height)
        @map.x = @event.x = 320 - width / 2
        @map.y = @event.y = 240 - height / 2
        draw_map unless no_map_display?
        draw_event_dots unless no_event_display?
        draw_player_dot unless no_display?
        if no_display?
        @message = Window_Base.new(0, 208, 640, 64)
        message = "the map is not available"
        @message.contents = Bitmap.new(608, 32)
        @message.contents.font.name = $fontface
        @message.contents.font.size = 32
        @message.contents.font.color.set(255, 255, 255, 100)
        @message.contents.draw_text(-1, -1, 608, 32, message, 1)
        @message.contents.draw_text(-1, 1, 608, 32, message, 1)
        @message.contents.draw_text(1, -1, 608, 32, message, 1)
        @message.contents.draw_text(1, 1, 608, 32, message, 1)
        @message.contents.font.color.set(255, 255, 255, 50)
        @message.contents.draw_text(-2, -2, 608, 32, message, 1)
        @message.contents.draw_text(-2, 2, 608, 32, message, 1)
        @message.contents.draw_text(2, -2, 608, 32, message, 1)
        @message.contents.draw_text(2, 2, 608, 32, message, 1)
        @message.contents.font.color.set(255, 255, 255)
        @message.contents.draw_text(0, 0, 608, 32, message, 1)
        @message.windowskin = nil
        end
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_map_display?
        for event in $game_map.events.values
        if event.name.include?("[full]")
        return false
        end
        if event.name.include?("[no map]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_event_display?
        for event in $game_map.events.values
        if event.name.include?("[full]")
        return false
        end
        if event.name.include?("[no event]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? display_map?
        #--------------------------------------------------------------------------
        def no_display?
        for event in $game_map.events.values
        if event.name.include?("[full]")
        return false
        end
        if event.name.include?("[no map]") and event.name.include?("[no event]")
        return true
        end
        end
        return false
        end
        #--------------------------------------------------------------------------
        # ? dispose
        #--------------------------------------------------------------------------
        def dispose
        for sprite in @teleport_sprites
        sprite.dispose
        end
        @message.dispose if no_display?
        @map.bitmap.dispose
        @map.dispose
        @event.bitmap.dispose
        @event.dispose
        end
        #--------------------------------------------------------------------------
        # ? width
        #--------------------------------------------------------------------------
        def width
        return @map_width
        end
        #--------------------------------------------------------------------------
        # ? opacity=
        #--------------------------------------------------------------------------
        def height
        return @map_height
        end
        #--------------------------------------------------------------------------
        # ? draw_map
        #--------------------------------------------------------------------------
        def draw_map
        bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
        for i in 0...($game_map.width * $game_map.height)
        x = i % $game_map.width
        y = i / $game_map.width
        for level in 0...3
        tile_id = $game_map.data[x, y, level]
        if tile_id >= 384
        tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
        src_rect = Rect.new(0, 0, 32, 32)
        bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
        end
        if tile_id >= 48 and tile_id < 384
        id = tile_id / 48 - 1
        tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
        src_rect = Rect.new(32, 64, 32, 32)
        bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
        end
        end
        end
        d_rect = Rect.new(0, 0, width, height)
        s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
        @map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
        bitmap.clear
        bitmap.dispose
        end
        #--------------------------------------------------------------------------
        # ? refresh_dots
        #--------------------------------------------------------------------------
        def draw_event_dots
        for event in $game_map.events.values
        bitmap = nil
        x = event.x * width / $game_map.width
        y = event.y * height / $game_map.height
        next if event.list == nil
        for i in 0...event.list.size
        if event.list[i].parameters[0].is_a?(String)
        if event.list[i].parameters[0] == "event"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "enemy"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0].include?("teleport")
        bitmap = RPG::Cache.picture("teleport")
        name = event.list[i].parameters[0].dup
        name.slice!("teleport, ")
        @teleport_sprites.push(new_name_sprite(name, x, y))
        break
        elsif event.list[i].parameters[0] == "chest"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "npc"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "savepoint"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        elsif event.list[i].parameters[0] == "yuhul"
        bitmap = RPG::Cache.picture(event.list[i].parameters[0])
        break
        else
        bitmap = nil
        end
        end
        end
        @dots.push([x, y, bitmap])
        end
        for dot in @dots
        unless dot[2] == nil
        @event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
        end
        end
        end
        #--------------------------------------------------------------------------
        # ? new_name_sprite
        #--------------------------------------------------------------------------
        def new_name_sprite(name, x, y)
        sprite = Sprite.new
        sprite.y = y + 240 - height / 2
        x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2
        bitmap = Bitmap.new(128, 32)
        bitmap.font.name, bitmap.font.size = $fontface, 20
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 128, 32, name)
        sprite.bitmap = bitmap
        return sprite
        end
        #--------------------------------------------------------------------------
        # ? refresh_dots
        #--------------------------------------------------------------------------
        def draw_player_dot
        x = $game_player.x * width / $game_map.width
        y = $game_player.y * height / $game_map.height
        bitmap = RPG::Cache.picture("hero")
        @event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4))
        end
        end
         
        #==============================================================================
        # ¦ Scene_MiniMap
        #------------------------------------------------------------------------------
        # draw the map full screen
        #==============================================================================
         
        class Scene_MiniMap
        #--------------------------------------------------------------------------
        # ? main
        #--------------------------------------------------------------------------
        def main
        @map = Map_Full.new
        Graphics.transition
        loop do
        Graphics.update
        Input.update
        update
        if $scene != self
        break
        end
        end
        Graphics.freeze
        @map.dispose
        end
        #--------------------------------------------------------------------------
        # ? Update the contents of all five windows on the main menu
        #--------------------------------------------------------------------------
        def update
        if Input.trigger?(Input::B) | Input.trigger?(Input::ALT)
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
        end
        end
        end
         
        #==============================================================================
        # ¦ 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
        #
        # @use_windowskin is whether true or false. true if you want to use the
        # the current windowskin for the minimap background.
        # or false if you want to use the picture named mapback in your picture folder.
        #==============================================================================
         
        class Scene_Map
        alias main_minimap main
        alias update_minimap update
        alias transfer_minimap transfer_player
        #--------------------------------------------------------------------------
        # ? initialize
        #--------------------------------------------------------------------------
        def initialize
        @corner = 4# 1 or 2 or 3 or 4
        @use_windowskin = false # true or false
        end
        #--------------------------------------------------------------------------
        # ? main
        #--------------------------------------------------------------------------
        def main
        @event_map = Map_Event.new(@corner, @use_windowskin)
        main_minimap
        @event_map.dispose
        end
        #--------------------------------------------------------------------------
        # ? update
        #--------------------------------------------------------------------------
        def update
        @event_map.update
        if $game_system.map_interpreter.running?
        @event_map.visible = false
        else
        @event_map.visible = true
        end
        if Input.trigger?(Input::ALT)
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_MiniMap.new
        return
        end
        update_minimap
        end
        #--------------------------------------------------------------------------
        # ? transfer_player
        #--------------------------------------------------------------------------
        def transfer_player
        transfer_minimap
        @event_map.dispose
        @event_map = Map_Event.new(@corner, @use_windowskin)
        end
        end



RE: using Squall's map script with FPLE - MechanicalPen - 10-19-2014

I eat bugs for breakfast!
Code:
#################################################################
##################### Autor Squall ##############################
#############[FPLE edits by MechanicalPen]#######################
#################################################################
# For the position of your NPCs, enemies or teleports to appear in
# the map, you have to add comments on the events,
# Enter the command of events and select the command "comment".
# Type event for events
# Type enemy for enemies
# Type teleport for teleports
# Type savepoint for savepoints
# Type chest for chests
#################################################################

class Game_Event < Game_Character
   #--------------------------------------------------------------------------
   # ? name
   #--------------------------------------------------------------------------
   def name
      return @event.name
   end
end

#==============================================================================
# | Map_Base
#------------------------------------------------------------------------------
# Base class for mini maps
#
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Base
   MP_VERSION = 5
   #--------------------------------------------------------------------------
   # ? Initialize
   #--------------------------------------------------------------------------
   def initialize(corner, use_windowskin)
      @tileset_name = $game_map.tileset_name
      @bg = Window_Base.new(0, 0, 144, 112)
      @bg.z = 9000
      if no_display?
         @bg.windowskin = nil
      else
         unless use_windowskin
            @bg.dispose
            @bg = Window_Base.new(0, 0, 160, 128)
            @bg.contents = Bitmap.new(128, 96)
            @bg.windowskin = nil
            bmp = RPG::Cache.picture("mapback")
            @bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96))
            @bg.z = 9015
         end
      end
      @map = Sprite.new
      @map.bitmap = Bitmap.new(map_width, map_height)
      @map.z = 9005
      @event = Sprite.new
      @event.bitmap = Bitmap.new(map_width, map_height)
      @event.z = 9010
      self.back_opacity = 56
      self.opacity = 200
      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 = 640 - width - 16
         self.y = 480 - height - 16
      end
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_map_display?
      for event in $game_map.events.values
         if event.name.include?("[no map]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_event_display?
      for event in $game_map.events.values
         if event.name.include?("[no event]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_display?
      for event in $game_map.events.values
         if event.name.include?("[no map]") and event.name.include?("[no event]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? dispose
   #--------------------------------------------------------------------------
   def dispose
      @bg.dispose
      @map.bitmap.dispose
      @map.dispose
      @event.bitmap.dispose
      @event.dispose
   end
   #--------------------------------------------------------------------------
   # ? map
   #--------------------------------------------------------------------------
   def map
      return @map
   end
   #--------------------------------------------------------------------------
   # ? event
   #--------------------------------------------------------------------------
   def event
      return @event
   end
   #--------------------------------------------------------------------------
   # ? width
   #--------------------------------------------------------------------------
   def width
      return 128
   end
   #--------------------------------------------------------------------------
   # ? opacity=
   #--------------------------------------------------------------------------
   def height
      return 96
   end
   #--------------------------------------------------------------------------
   # ? opacity=
   #--------------------------------------------------------------------------
   def visible=(bool)
      @bg.visible = bool
      @event.visible = bool
      @map.visible = bool
   end
   #--------------------------------------------------------------------------
   # ? opacity
   #--------------------------------------------------------------------------
   def visible
      return @bg.visible
   end
   #--------------------------------------------------------------------------
   # ? opacity=
   #--------------------------------------------------------------------------
   def opacity=(opacity)
      @event.opacity = opacity
      @map.opacity = opacity
   end
   #--------------------------------------------------------------------------
   # ? opacity
   #--------------------------------------------------------------------------
   def opacity
      return @event.opacity
   end
   #--------------------------------------------------------------------------
   # ? back_opacity=
   #--------------------------------------------------------------------------
   def back_opacity=(opacity)
      @bg.opacity = opacity
      @bg.contents_opacity = opacity if @bg.contents != nil
   end
   #--------------------------------------------------------------------------
   # ? back_opacity
   #--------------------------------------------------------------------------
   def back_opacity
      return @bg.opacity
   end
   #--------------------------------------------------------------------------
   # ? x=
   #--------------------------------------------------------------------------
   def x=(x)
      @bg.x = x - (@bg.width - 128) / 2
      @event.x = x + 8
      @map.x = x + 8
   end
   #--------------------------------------------------------------------------
   # ? x
   #--------------------------------------------------------------------------
   def x
      return @bg.x
   end
   #--------------------------------------------------------------------------
   # ? y=
   #--------------------------------------------------------------------------
   def y=(y)
      @bg.y = y - (@bg.height - 96) / 2
      @event.y = y + 8
      @map.y = y + 8
   end
   #--------------------------------------------------------------------------
   # ? y
   #--------------------------------------------------------------------------
   def y
      return @bg.y
   end
   #--------------------------------------------------------------------------
   # ? map_width
   #--------------------------------------------------------------------------
   def map_width
      return $game_map.width * 112/20
   end
   #--------------------------------------------------------------------------
   # ? map_height
   #--------------------------------------------------------------------------
   def map_height
      return $game_map.height * 80/15
   end
   #--------------------------------------------------------------------------
   # ? display_x
   #--------------------------------------------------------------------------
   def display_x
      return $game_map.display_x / 128 * 112/20
   end
   #--------------------------------------------------------------------------
   # ? map_height
   #--------------------------------------------------------------------------
   def display_y
      return $game_map.display_y / 128 * 80/15
   end
end
#==============================================================================
# | Map_Mini
#------------------------------------------------------------------------------
# Base class for mini maps
#
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Mini < Map_Base
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize(corner, use_windowskin)
      super(corner, use_windowskin)
      unless no_map_display?
         draw_map
      end
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
      map.src_rect.set(display_x, display_y, width - 16, height - 16)
      if @tileset_name != $game_map.tileset_name
         @tileset_name = $game_map.tileset_name
         unless no_map_display?
            map.bitmap.clear
            draw_map
         end
      end
   end
   #--------------------------------------------------------------------------
   # ? draw_map
   #--------------------------------------------------------------------------
   def draw_map
      bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
      for i in 0...($game_map.width * $game_map.height)
         x = i % $game_map.width
         y = i / $game_map.width
         for level in 0...2
            tile_id = $game_map.data[x, y, level]
            if tile_id >= 384
               tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
               src_rect = Rect.new(0, 0, 32, 32)
               bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
            end
            if tile_id >= 48 and tile_id < 384
               id = tile_id / 48 - 1
               tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
               src_rect = Rect.new(32, 64, 32, 32)
               bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
            end
         end
      end
      d_rect = Rect.new(0, 0, map_width, map_height)
      s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
      map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
      bitmap.clear
      bitmap.dispose
   end
end
#==============================================================================
# | Map_Event
#------------------------------------------------------------------------------
# draw the events and hero position
#==============================================================================

class Map_Event < Map_Mini
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize(corner = 4, windowskin = true)
      super(corner, windowskin)
      @dots = []
   end
   #--------------------------------------------------------------------------
   # ? refresh_dots
   #--------------------------------------------------------------------------
   def refresh_event_dots
      for event in $game_map.events.values
         bitmap = nil
         x = event.x * map_width / $game_map.width
         y = event.y * map_height / $game_map.height
         next if event.list == nil
         for i in 0...event.list.size
            if event.list[i].parameters[0].is_a?(String)
               if event.list[i].parameters[0] == "event"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "enemy"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0].include?("teleport")
                  bitmap = RPG::Cache.picture("teleport")
                  break
               elsif event.list[i].parameters[0] == "chest"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "npc"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "savepoint"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "yuhul"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               else
                  bitmap = nil
               end
            end
         end
         @dots.push([x, y, bitmap])
      end
   end
   #--------------------------------------------------------------------------
   # ? refresh_dots
   #--------------------------------------------------------------------------
   def refresh_player_dot
      x = $game_player.x * map_width / $game_map.width
      y = $game_player.y * map_height / $game_map.height
      bitmap = RPG::Cache.picture("hero")
      @dots.push([x, y, bitmap])
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
      super
      @dots.clear
      event.bitmap.clear
      refresh_event_dots unless no_event_display?
      refresh_player_dot unless no_display?
      for dot in @dots
         unless dot[2] == nil
            event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
         end
      end
      event.src_rect.set(display_x, display_y, width - 16, height - 16)
   end
end
#==============================================================================
# | Map_Full
#------------------------------------------------------------------------------
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Full
   #--------------------------------------------------------------------------
   # ? Initialize
   #--------------------------------------------------------------------------
   def initialize
      @dots = []
      @teleport_sprites = []
      if $game_map.width > $game_map.height
         @map_width = 640
         @map_height = $game_map.height * @map_width / $game_map.width
         if @map_height > 480
            @map_height = 480
         end
      else
         @map_height = 480
         @map_width = $game_map.width * @map_height / $game_map.height
         if @map_width > 640
            @map_width = 640
         end
      end
      @map = Sprite.new
      @event = Sprite.new
      @map.bitmap = Bitmap.new(width, height)
      @event.bitmap = Bitmap.new(width, height)
      @map.x = @event.x = 320 - width / 2
      @map.y = @event.y = 240 - height / 2
      draw_map unless no_map_display?
      draw_event_dots unless no_event_display?
      draw_player_dot unless no_display?
      if no_display?
         @message = Window_Base.new(0, 208, 640, 64)
         message = "the map is not available"
         @message.contents = Bitmap.new(608, 32)
         @message.contents.font.name = $fontface
         @message.contents.font.size = 32
         @message.contents.font.color.set(255, 255, 255, 100)
         @message.contents.draw_text(-1, -1, 608, 32, message, 1)
         @message.contents.draw_text(-1, 1, 608, 32, message, 1)
         @message.contents.draw_text(1, -1, 608, 32, message, 1)
         @message.contents.draw_text(1, 1, 608, 32, message, 1)
         @message.contents.font.color.set(255, 255, 255, 50)
         @message.contents.draw_text(-2, -2, 608, 32, message, 1)
         @message.contents.draw_text(-2, 2, 608, 32, message, 1)
         @message.contents.draw_text(2, -2, 608, 32, message, 1)
         @message.contents.draw_text(2, 2, 608, 32, message, 1)
         @message.contents.font.color.set(255, 255, 255)
         @message.contents.draw_text(0, 0, 608, 32, message, 1)
         @message.windowskin = nil
      end
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_map_display?
      for event in $game_map.events.values
         if event.name.include?("[full]")
            return false
         end
         if event.name.include?("[no map]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_event_display?
      for event in $game_map.events.values
         if event.name.include?("[full]")
            return false
         end
         if event.name.include?("[no event]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? display_map?
   #--------------------------------------------------------------------------
   def no_display?
      for event in $game_map.events.values
         if event.name.include?("[full]")
            return false
         end
         if event.name.include?("[no map]") and event.name.include?("[no event]")
            return true
         end
      end
      return false
   end
   #--------------------------------------------------------------------------
   # ? dispose
   #--------------------------------------------------------------------------
   def dispose
      for sprite in @teleport_sprites
         sprite.dispose
      end
      @message.dispose if no_display?
      @map.bitmap.dispose
      @map.dispose
      @event.bitmap.dispose
      @event.dispose
   end
   #--------------------------------------------------------------------------
   # ? width
   #--------------------------------------------------------------------------
   def width
      return @map_width
   end
   #--------------------------------------------------------------------------
   # ? opacity=
   #--------------------------------------------------------------------------
   def height
      return @map_height
   end
   #--------------------------------------------------------------------------
   # ? draw_map
   #--------------------------------------------------------------------------
   def draw_map
      bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
      for i in 0...($game_map.width * $game_map.height)
         x = i % $game_map.width
         y = i / $game_map.width
         for level in 0...2
            tile_id = $game_map.data[x, y, level]
            if tile_id >= 384
               tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
               src_rect = Rect.new(0, 0, 32, 32)
               bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
            end
            if tile_id >= 48 and tile_id < 384
               id = tile_id / 48 - 1
               tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
               src_rect = Rect.new(32, 64, 32, 32)
               bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
            end
         end
      end
      d_rect = Rect.new(0, 0, width, height)
      s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
      @map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
      bitmap.clear
      bitmap.dispose
   end
   #--------------------------------------------------------------------------
   # ? refresh_dots
   #--------------------------------------------------------------------------
   def draw_event_dots
      for event in $game_map.events.values
         bitmap = nil
         x = event.x * width / $game_map.width
         y = event.y * height / $game_map.height
         next if event.list == nil
         for i in 0...event.list.size
            if event.list[i].parameters[0].is_a?(String)
               if event.list[i].parameters[0] == "event"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "enemy"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0].include?("teleport")
                  bitmap = RPG::Cache.picture("teleport")
                  name = event.list[i].parameters[0].dup
                  name.slice!("teleport, ")
                  @teleport_sprites.push(new_name_sprite(name, x, y))
                  break
               elsif event.list[i].parameters[0] == "chest"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "npc"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "savepoint"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               elsif event.list[i].parameters[0] == "yuhul"
                  bitmap = RPG::Cache.picture(event.list[i].parameters[0])
                  break
               else
                  bitmap = nil
               end
            end
         end
         @dots.push([x, y, bitmap])
      end
      for dot in @dots
         unless dot[2] == nil
            @event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
         end
      end
   end
   #--------------------------------------------------------------------------
   # ? new_name_sprite
   #--------------------------------------------------------------------------
   def new_name_sprite(name, x, y)
      sprite = Sprite.new
      sprite.y = y + 240 - height / 2
      x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2
      bitmap = Bitmap.new(128, 32)
      bitmap.font.name, bitmap.font.size = $fontface, 20
      bitmap.font.color.set(255, 255, 255)
      bitmap.draw_text(0, 0, 128, 32, name)
      sprite.bitmap = bitmap
      return sprite
   end
   #--------------------------------------------------------------------------
   # ? refresh_dots
   #--------------------------------------------------------------------------
   def draw_player_dot
      x = $game_player.x * width / $game_map.width
      y = $game_player.y * height / $game_map.height
      bitmap = RPG::Cache.picture("hero")
      @event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4))
   end
end

#==============================================================================
# | Scene_MiniMap
#------------------------------------------------------------------------------
# draw the map full screen
#==============================================================================

class Scene_MiniMap
   #--------------------------------------------------------------------------
   # ? main
   #--------------------------------------------------------------------------
   def main
      @map = Map_Full.new
      Graphics.transition
      loop do
         Graphics.update
         Input.update
         update
         if $scene != self
            break
         end
      end
      Graphics.freeze
      @map.dispose
   end
   #--------------------------------------------------------------------------
   # ? Update the contents of all five windows on the main menu
   #--------------------------------------------------------------------------
   def update
      if Input.trigger?(Input::B) | Input.trigger?(Input::ALT)
         $game_system.se_play($data_system.cancel_se)
         $scene = Scene_Map.new
         return
      end
   end
end

#==============================================================================
# | 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
#
# @use_windowskin is whether true or false. true if you want to use the
# the current windowskin for the minimap background.
# or false if you want to use the picture named mapback in your picture folder.
#==============================================================================

class Scene_Map
   alias main_minimap main
   alias update_minimap update
   alias transfer_minimap transfer_player
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize
      @corner = 4# 1 or 2 or 3 or 4
      @use_windowskin = false # true or false
   end
   #--------------------------------------------------------------------------
   # ? main
   #--------------------------------------------------------------------------
   def main
      @event_map = Map_Event.new(@corner, @use_windowskin)
      main_minimap
      @event_map.dispose
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
      @event_map.update
      if $game_system.map_interpreter.running?
         @event_map.visible = false
      else
         @event_map.visible = true
      end
      if Input.trigger?(Input::ALT) && !$game_player.moving?
         $game_system.se_play($data_system.decision_se)
         $scene = Scene_MiniMap.new
         return
      end
      update_minimap
   end
   #--------------------------------------------------------------------------
   # ? transfer_player
   #--------------------------------------------------------------------------
   def transfer_player
      transfer_minimap
      @event_map.dispose
      @event_map = Map_Event.new(@corner, @use_windowskin)
   end
end
Now the minimap won't show the ceiling, as a bonus.


RE: using Squall's map script with FPLE - DerVVulfman - 10-19-2014

Topic move:
This topic belongs within 'Code Support' more than Script Request as it is more script conflict than requesting a new script. Winking That's all. [/i]



RE: using Squall's map script with FPLE - ThePrinceofMars - 10-19-2014

I don't know what to say I am literally speechless every time I have a problem you just come in a solve it right away I don't know how many times I can say thank you but I will say it again THANK YOU Grinning Grinning Grinning Grinning Grinning Grinning Grinning Grinning