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Minimapa pra Netplay 4.9.2

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Minimapa pra Netplay 4.9.2 Empty Minimapa pra Netplay 4.9.2

Mensagem por Dumsol Seg maio 18, 2015 1:00 am

Bem, vou disponibilizar esse script que encontrei faz um bom tempo e estava guardando pra quando eu volta-se a mexer no Xp. É um minimapa bem bonito e leve.

Ps: Não é de minha autoria, o crédito por ter feito o script é do squall

1-) Coloque esse script acima do Main
Código:
#==============================================================================
# ■ Passability Mini Map
#------------------------------------------------------------------------------
# made by squall // squall@rmxp.ch
# released the 30th of May 2006
#==============================================================================

#==============================================================================
# ■ 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
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize
    @corner = 4 # 1 or 2 or 3 or 4
  end
  #--------------------------------------------------------------------------
  # ● main
  #--------------------------------------------------------------------------
  def main
    @mini_map = Map_Event.new(@corner)
    main_passminimap
    @mini_map.dispose
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● transfer_player
  #--------------------------------------------------------------------------
  def transfer_player
    transfer_passminimap
    @mini_map.dispose
    @mini_map = Map_Event.new(@corner)
  end
end

#==============================================================================
# ■ Map_Base
#------------------------------------------------------------------------------
#  Base class for mini maps
#==============================================================================

class Map_Base < Sprite
  #--------------------------------------------------------------------------
  # ● constants and instances
  #--------------------------------------------------------------------------
  PMP_VERSION  = 6
  ACTIVATED_ID = 142 # set the switch id for the minimap display (on/off)
  attr_reader :event
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● dispose
  #--------------------------------------------------------------------------
  def dispose
    @border.dispose
    super
  end
  #--------------------------------------------------------------------------
  # ● x=
  #--------------------------------------------------------------------------
  def x=(x)
    self.viewport.rect.x = x
    @border.x = x - 6
  end
  #--------------------------------------------------------------------------
  # ● y=
  #--------------------------------------------------------------------------
  def y=(y)
    self.viewport.rect.y = y
    @border.y = y - 6
  end
  #--------------------------------------------------------------------------
  # ● visible=
  #--------------------------------------------------------------------------
  def visible=(bool)
    super
    self.viewport.visible = bool
    @border.visible = bool
  end
  #--------------------------------------------------------------------------
  # ● minimap_on?
  #--------------------------------------------------------------------------
  def on?
    return $game_switches[ACTIVATED_ID]
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● width
  #--------------------------------------------------------------------------
  def width
    return 120
  end
  #--------------------------------------------------------------------------
  # ● height
  #--------------------------------------------------------------------------
  def height
    return 220
  end
  #--------------------------------------------------------------------------
  # ● display_x
  #--------------------------------------------------------------------------
  def display_x
    return $game_map.display_x * 3 / 64
  end
  #--------------------------------------------------------------------------
  # ● display_y
  #--------------------------------------------------------------------------
  def display_y
    return $game_map.display_y * 3 / 64
  end
end

#==============================================================================
# ■ Map_Passability
#------------------------------------------------------------------------------
#   draws the mini map
#
#  thanks to Fanha Giang (aka fanha99) for the autotile drawing method
#==============================================================================

class Map_Passability < Map_Base
  #--------------------------------------------------------------------------
  # ● 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]
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize(corner)
    super(corner)
    @autotile = RPG::Cache.picture("minimap_tiles")
    setup()
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● pass
  #--------------------------------------------------------------------------
  def pass(tile_id)
    return 15 if tile_id == nil
    return @passages[tile_id] != nil ? @passages[tile_id] : 15
  end
  #--------------------------------------------------------------------------
  # ● passable
  #--------------------------------------------------------------------------
  def passable(tile_id)
    return pass(tile_id) < 15
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------
  def refresh
    self.visible = false
    self.bitmap = Bitmap.new(@map.width * 6, @map.height *
    bitmap = Bitmap.new(@map.width * 6, @map.height *
    rect1 = Rect.new(6, 0, 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 *
    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

#==============================================================================
# ■ Map_Event
#------------------------------------------------------------------------------
#  draw the events and hero position
#==============================================================================

class Map_Event < Map_Passability
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize(corner = 4)
    super(corner)
    @dots = []
    @player = Sprite.new(self.viewport)
    @player.bitmap = RPG::Cache.picture("mm cursors")
    @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
  #--------------------------------------------------------------------------
  # ● dispose
  #--------------------------------------------------------------------------
  def dispose
    @player.dispose
    for event in @events.values
      event.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● 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

Depois de ter colocado o script, baixe esse pacote de imagem e jogue-a na pasta Pictures (é necessário)
Código:
http://www.mediafire.com/download/lhgbv8d03v8crd7/fly.zip

Depois crie um evento comum e coloque tais comandos
Código:
http://prntscr.com/76h4m5

se você manjar das capoeiras pode chamar o script sem ser pelo evento comum e adicionar ao um item.

Screen do minimapa
Código:
http://prntscr.com/76h562
Fury Fury  já é a 4 vez que tento fazer esse tópico se não pegar dessa vez desisto
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por Trpino Seg maio 18, 2015 1:35 am

mete uns prints desse mapa mano

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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por Dumsol Seg maio 18, 2015 1:40 am

Trpino escreveu:mete uns prints desse mapa mano
Eu tinha colocado no tópico    Wink
http://prntscr.com/76h562
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por Kincy Seg maio 18, 2015 12:52 pm

Ficou muito bom, obrigado por disponibilizar!
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por =K= Qui Jun 25, 2015 10:05 pm

Ola eu estou tendo um problema no script na linha 337

Código:
  d_rect = Rect.new(0, 0, @map.width * 6, @map.height *

Alguém pode me ajudar?
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por Jonny Sex Jun 26, 2015 11:25 am

=K= escreveu:Ola eu estou tendo um problema no script na linha 337

Código:
   d_rect = Rect.new(0, 0, @map.width * 6, @map.height *

Alguém pode me ajudar?

Puedeme mostrar o error con uma imagen¿?

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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por =K= Sex Jun 26, 2015 11:52 am

Spoiler:
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por Jonny Sex Jun 26, 2015 12:29 pm

vc puede dispobilinisar o scritp.. ¿?

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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por =K= Sex Jun 26, 2015 12:35 pm

Código:
#==============================================================================
# ■ 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
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize
    @corner = 4 # 1 or 2 or 3 or 4
  end
  #--------------------------------------------------------------------------
  # ● main
  #--------------------------------------------------------------------------
  def main
    @mini_map = Map_Event.new(@corner)
    main_passminimap
    @mini_map.dispose
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● transfer_player
  #--------------------------------------------------------------------------
  def transfer_player
    transfer_passminimap
    @mini_map.dispose
    @mini_map = Map_Event.new(@corner)
  end
end

#==============================================================================
# ■ Map_Base
#------------------------------------------------------------------------------
#  Base class for mini maps
#==============================================================================

class Map_Base < Sprite
  #--------------------------------------------------------------------------
  # ● constants and instances
  #--------------------------------------------------------------------------
  PMP_VERSION  = 6
  ACTIVATED_ID = 142 # set the switch id for the minimap display (on/off)
  attr_reader :event
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● dispose
  #--------------------------------------------------------------------------
  def dispose
    @border.dispose
    super
  end
  #--------------------------------------------------------------------------
  # ● x=
  #--------------------------------------------------------------------------
  def x=(x)
    self.viewport.rect.x = x
    @border.x = x - 6
  end
  #--------------------------------------------------------------------------
  # ● y=
  #--------------------------------------------------------------------------
  def y=(y)
    self.viewport.rect.y = y
    @border.y = y - 6
  end
  #--------------------------------------------------------------------------
  # ● visible=
  #--------------------------------------------------------------------------
  def visible=(bool)
    super
    self.viewport.visible = bool
    @border.visible = bool
  end
  #--------------------------------------------------------------------------
  # ● minimap_on?
  #--------------------------------------------------------------------------
  def on?
    return $game_switches[ACTIVATED_ID]
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● width
  #--------------------------------------------------------------------------
  def width
    return 120
  end
  #--------------------------------------------------------------------------
  # ● height
  #--------------------------------------------------------------------------
  def height
    return 220
  end
  #--------------------------------------------------------------------------
  # ● display_x
  #--------------------------------------------------------------------------
  def display_x
    return $game_map.display_x * 3 / 64
  end
  #--------------------------------------------------------------------------
  # ● display_y
  #--------------------------------------------------------------------------
  def display_y
    return $game_map.display_y * 3 / 64
  end
end

#==============================================================================
# ■ Map_Passability
#------------------------------------------------------------------------------
#   draws the mini map
#
#  thanks to Fanha Giang (aka fanha99) for the autotile drawing method
#==============================================================================

class Map_Passability < Map_Base
  #--------------------------------------------------------------------------
  # ● 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]
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize(corner)
    super(corner)
    @autotile = RPG::Cache.picture("minimap_tiles")
    setup()
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● pass
  #--------------------------------------------------------------------------
  def pass(tile_id)
    return 15 if tile_id == nil
    return @passages[tile_id] != nil ? @passages[tile_id] : 15
  end
  #--------------------------------------------------------------------------
  # ● passable
  #--------------------------------------------------------------------------
  def passable(tile_id)
    return pass(tile_id) < 15
  end
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------
  def refresh
    self.visible = false
    self.bitmap = Bitmap.new(@map.width * 6, @map.height *
    bitmap = Bitmap.new(@map.width * 6, @map.height *
    rect1 = Rect.new(6, 0, 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 *
    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

#==============================================================================
# ■ Map_Event
#------------------------------------------------------------------------------
#  draw the events and hero position
#==============================================================================

class Map_Event < Map_Passability
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize(corner = 4)
    super(corner)
    @dots = []
    @player = Sprite.new(self.viewport)
    @player.bitmap = RPG::Cache.picture("mm cursors")
    @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
  #--------------------------------------------------------------------------
  # ● dispose
  #--------------------------------------------------------------------------
  def dispose
    @player.dispose
    for event in @events.values
      event.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● 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

Ham eu estou usando o netplay V4.9.2 com resolução modificada
=K=
=K=
Novato
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Minimapa pra Netplay 4.9.2 Empty Re: Minimapa pra Netplay 4.9.2

Mensagem por MunĐator Sáb Jun 27, 2015 3:30 pm

Muito bom, especialmente pelo formato que fica, só que não é compatível com o Crystal ;(
MunĐator
MunĐator
Iniciante
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