World Map Script and Demo
#1
World Map Script and Demo
Near_Fantastica
Feb 1 2005

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Download the Demo

.zip   WorldMap.zip (Size: 496.77 KB / Downloads: 2)

A few people have asked me how I made my world map so I have decided to release the script.

* Note * this is not a copy and paste friendly script because of the work need by the developer to make the maps and event of the world map look at the Demo for an example of how to apply this script…

Description :

This script compares the names of the maps to the names of events on Map001 the world map, displays the player location and lets the character scroll around the map…

* Note * The really nice part about this script is that you can name many maps by the same name but on the world map the player will still be displayed at the one location of the event…

Script :
Code:
#==============================================================================
# â–�  World Map
#------------------------------------------------------------------------------
#  Near Fantastica
#   19/12/04
#   Note: well not work unless you remove the @spriteset.dispose from the transfer_player of the Scene_Map
#   Script use the graphic Characters/cursor which can be found in the demo
#==============================================================================

#==============================================================================
# â–�  Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# â—? Refer setup to Game Map
#--------------------------------------------------------------------------
attr_accessor   :number_events
alias game_map_setup setup
#--------------------------------------------------------------------------
# â—? Loads Event names
#--------------------------------------------------------------------------
def setup(map_id)
  @name = {}
  @number_events = 0
  game_map_setup(map_id)
  for i in @map.events.keys
    @number_events = @number_events + 1
    @name[i] = @map.events[i].name
  end
end
#--------------------------------------------------------------------------
# â—? Displays Event names
#--------------------------------------------------------------------------
def event_name(event)
  @event_id = event
  @name[@event_id]
end
#--------------------------------------------------------------------------
# â—? Loads Map Names
#--------------------------------------------------------------------------
#Dubealex Addition (from XRXS) to show Map Name on screen
def map_name
  $map_infos[@map_id]
end
end

#==============================================================================
# â–�  Scene_Title
#------------------------------------------------------------------------------
#  Add load map names and event names
#==============================================================================

class Scene_Title
# active world map to false
$world_map_active = false
#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
end
end

#==============================================================================
# â–�  Game_Character
#------------------------------------------------------------------------------
#  Redefine the character_name to attr_accessor
#==============================================================================

class Game_Character
attr_accessor   :character_name
end

#==============================================================================
# â–�  World_Map
#------------------------------------------------------------------------------
#  Find players curent location on maps and displays it to world map
#==============================================================================

class World_Map
#--------------------------------------------------------------------------
# â—? Object initialization
#--------------------------------------------------------------------------
def initialize
$last_map_name = $game_map.map_name
$restore_map_id = $game_map.map_id
$restore_player_x = $game_player.x
$restore_player_y = $game_player.y
$restore_player_direction = $game_player.direction
$game_player.transparent = true
$game_map.setup(1)
for i in 1...($game_map.number_events+1)
    if $game_map.event_name(i) == $last_map_name
      $game_map.events[i].character_name = "cursor"
      x = $game_map.events[i].x
      y = $game_map.events[i].y
      $game_temp.player_new_x = x
      $game_temp.player_new_y = y
      $game_temp.player_new_map_id = 1
      $game_temp.player_transferring = true
      $scene = Scene_World_Map.new
      $scene.transfer_player
    end
  end
end
end

#==============================================================================
# â–�  Window_Location
#------------------------------------------------------------------------------
#  display curcent loaction
#==============================================================================

class Window_Location < Window_Base
#--------------------------------------------------------------------------
# â—? Object initialization
#--------------------------------------------------------------------------
def initialize
  super(10, 10, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $defaultfonttype  # "Number of Steps" window font
  self.contents.font.size = $defaultfontsize
  refresh
end
#--------------------------------------------------------------------------
# â—? Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(4, 0, 120, 32, "Location")
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $last_map_name.to_s, 2)
end
end

#==============================================================================
# â–�  Scene_World_Map
#------------------------------------------------------------------------------
#  It is the class which processes the World Map picture
#==============================================================================

class Scene_World_Map
#--------------------------------------------------------------------------
# â—? Main processing
#--------------------------------------------------------------------------
def main
  # Drawing up sprite set
  @spriteset = Spriteset_Map.new
  # Drawing up loaction window
  @location_window = Window_Location.new
  @location_window.opacity = 125
  # Transition execution
  Graphics.transition
  # Main loop
  loop do
    # Renewing the game picture
    Graphics.update
    # Updating the information of input
    Input.update
    # Frame renewal
    update
    # When the picture changes, discontinuing the loop
    if $scene != self
      break
    end
  end
  # Transition preparation
  Graphics.freeze
  # スプライトセットを解放
  @spriteset.dispose
  # Releasing the location window
  @location_window.dispose
  # When it changes to the title picture and it is in
  if $scene.is_a?(Scene_Title)
    # Fading out picture
    Graphics.transition
    Graphics.freeze
  end
end
#--------------------------------------------------------------------------
# â—? Frame renewal
#--------------------------------------------------------------------------
def update
  # Loop
  loop do
    #The map, in order of the interpreter and the prayer renewal (as for this renewal order,
    #when the condition for executing the event is satisfied, in the reason such that the opportunity
    #which instant is moved in the prayer is not given the importance)
    $game_map.update
    $game_system.map_interpreter.update
    $game_player.update
    # The system (the timer), renewing the picture
    $game_system.update
    $game_screen.update
    # If it is not the place on the move of the prayer, discontinuing the loop
    unless $game_temp.player_transferring
      break
    end
    # Executing place movement
    transfer_player
    # When it is in the midst of transition processing, discontinuing the loop
    if $game_temp.transition_processing
      break
    end
  end
  # Renewing sprite set
  @spriteset.update
  # When it is in the midst of transition processing,
  if $game_temp.transition_processing
    #During transition processing clearing the flag
    $game_temp.transition_processing = false
    #Transition execution
    if $game_temp.transition_name == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $game_temp.transition_name)
    end
  end
  # The B when button is pushed
  if Input.trigger?(Input::B)
    $world_map_active = false
    $game_temp.player_new_map_id = $restore_map_id
    $game_temp.player_new_x = $restore_player_x
    $game_temp.player_new_y = $restore_player_y
    $game_temp.player_new_direction = $restore_player_direction
    $game_temp.player_transferring = true
    $scene = Scene_Map.new
    $scene.transfer_player
    $game_player.transparent = false
  end
end
#--------------------------------------------------------------------------
# â—? Place movement of player
#--------------------------------------------------------------------------
def transfer_player
  # Clearing the prayer place portable flag
  $game_temp.player_transferring = false
  # When the tip of moving differs from the present map,
  if $game_map.map_id != $game_temp.player_new_map_id
    # Setting up the new map
    $game_map.setup($game_temp.player_new_map_id)
  end
  # Setting the position of the prayer
  $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
  # Setting the direction of the prayer
  case $game_temp.player_new_direction
  when 2  # 2
    $game_player.turn_down
  when 4  # 4
    $game_player.turn_left
  when 6  # 6
    $game_player.turn_right
  when 8  # 8
    $game_player.turn_up
  end
  # Reforming the attitude of the prayer
  $game_player.straighten
  # Map renewal (parallel event execution)
  $game_map.update
  # Rewriting sprite set
  @spriteset = Spriteset_Map.new
  # When it is in the midst of transition processing,
  if $game_temp.transition_processing
    # During transition processing clearing the flag
    $game_temp.transition_processing = false
    # Transition execution
    Graphics.transition(20)
  end
  # Executing the automatic operation change of BGM and BGS which are set to the map
  $game_map.autoplay
  # Frame reset
  Graphics.frame_reset
  # Updating the information of input
  Input.update
end
end



Syntax :

This script can easily be called from a menu and then it will return the playing field when exited.



Code:
World_Map.new



Take Care,
Near
}


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