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[NPMV3]MiniMapa
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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[NPMV3]MiniMapa
Preciso daquele Script de mini-mapa que fica em cima no canto direito,se alguem tiver me passe por favor.
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Re: [NPMV3]MiniMapa
eu tenho ele aqui!
e as imagens necessárias eu exclui sem querer,então olhe no script e procure umas imagens pequenas pro minimap de eventos,herói(não amostra os outros players),baús etc...
Não fica no canto direito da tela você que tem que definir or uma variável(a 7) em que canto ela fica,crie um npc pra ativar o minimap(ativar a switch 7) ai ele aparece e coloca tbm para colocar a variável 7 em substituir e o valor 15(fica em cima da hotkey)#===============================================================================
# RTH Mini_Mapa
# por Renan Tsuneo Hangai Junior
#===============================================================================
# Mostra um Mini Mapa na tela do jogo
#===============================================================================
module RTH
# Largura do mini mapa
MINI_MAP_LARG = 160
# Altura do mini mapa
MINI_MAP_ALT = 120
# Transparencia do mini mapa
MINI_MAP_OPACITY = 210
# Nome do arquivo de imagem da pasta pictures do fundo do mini mapa
MINI_MAP_BACK_NAME = "mapback"
# Largura do fundo mini mapa ( Igual ao da imagem na pasta Pictures )
MINI_MAP_BACK_LARG = 180
# Altura do fundo mini mapa ( Igual ao da imagem na pasta Pictures )
MINI_MAP_BACK_ALT = 140
# Transparencia do fundo do mini mapa
MINI_MAP_BACK_OPACITY = 140
# Nome do arquivo de imagem da pasta pictures do herói
MINI_MAP_HERO_BITMAP_NAME = "heroi"
# Switch que ativa o mapa
MAP_ON_SWITCH = 7
# Variavel que define o canto do mapa
MAP_CANTO_VARIABLE = 7
end
$RTHScript = {} if $RTHScript.nil?
$RTHScript["Mini_Map"] = true
class Mini_Map_Base
attr_reader :map_rect, :bitmap_rect, :map_dif_width, :map_dif_height, :visible
def initialize(canto)
@canto = canto
@x = 0
@y = 0
@difbx = (RTH::MINI_MAP_BACK_LARG - RTH::MINI_MAP_LARG) / 2
@difby = (RTH::MINI_MAP_BACK_ALT - RTH::MINI_MAP_ALT) / 2
draw_map
self.visible = false
end
def draw_map
@id = $game_map.map_id
@layers = []
viewport = Viewport.new(0, 0, 640, 480)
viewport.z = 6000
@bitmap_rect = Rect.new(0, 0, RTH::MINI_MAP_LARG, RTH::MINI_MAP_ALT)
@back_bitmap_rect = Rect.new(0, 0, RTH::MINI_MAP_BACK_LARG, RTH::MINI_MAP_BACK_ALT)
w = RTH::MINI_MAP_LARG.to_f * ($game_map.width.to_f * 32.0) / 640.0
h = RTH::MINI_MAP_ALT.to_f * ($game_map.height.to_f * 32.0) / 480.0
@map_dif_width = ($game_map.width.to_f * 32.0) / w
@map_dif_height = ($game_map.height.to_f * 32.0) / h
@map_rect = Rect.new(0, 0, w, h)
@back_sprite = Sprite.new(viewport)
@back_sprite.bitmap = Bitmap.new(@back_bitmap_rect.width, @back_bitmap_rect.height)
back_bitmap = RPG::Cache.picture(RTH::MINI_MAP_BACK_NAME)
@back_sprite.bitmap.stretch_blt(@back_bitmap_rect, back_bitmap, Rect.new(0, 0, back_bitmap.width, back_bitmap.height))
src_rect = Rect.new(0, 0, $game_map.width * 32, $game_map.height * 32)
for i in 0..5
@layers[i] = Sprite.new(viewport)
@layers[i].z = 10000 + (i * 20)
@layers[i].x = (@back_bitmap_rect.width - @bitmap_rect.width) / 2
@layers[i].y = (@back_bitmap_rect.height - @bitmap_rect.height) / 2
@layers[i].bitmap = Bitmap.new(@map_rect.width, @map_rect.height)
@layers[i].bitmap.stretch_blt(@map_rect, RPG::Cache.map_bitmap(@id, i), src_rect)
end
end
def update
if @layers.nil?
draw_map
end
canto = $game_variables[RTH::MAP_CANTO_VARIABLE] % 4
case canto
when 0
@x, @y = 16, 16
when 1
@x, @y = (640 - 16 - @back_bitmap_rect.width), 16
when 2
@x, @y = 16, (480 - 16 - @back_bitmap_rect.height)
when 3
@x, @y = (640 - 16 - @back_bitmap_rect.width), (480 - 16 - @back_bitmap_rect.height)
end
@back_sprite.x = @x
@back_sprite.y = @y
@back_sprite.opacity = RTH::MINI_MAP_BACK_OPACITY
for layer in @layers
layer.x = @x + @difbx
layer.y = @y + @difby
layer.opacity = RTH::MINI_MAP_OPACITY
ox = ($game_map.display_x / 4) / @map_dif_width
oy = ($game_map.display_y / 4) / @map_dif_height
layer.src_rect.set(ox, oy, @bitmap_rect.width, @bitmap_rect.height)
end
end
def dispose(dp=false)
for layer in @layers
layer.bitmap.dispose
layer.dispose
end
@layers = nil
@back_sprite.bitmap.dispose
@back_sprite.dispose
@back_sprite = nil
RPG::Cache.dispose_map_bitmap(@id) if dp
end
end
class Mini_Map < Mini_Map_Base
def draw_map
super
viewport = Viewport.new(0, 0, 640, 480)
viewport.z = 10010
@hero = Sprite.new(viewport)
@hero.bitmap = RPG::Cache.picture(RTH::MINI_MAP_HERO_BITMAP_NAME)
@events = []
@events_sprites = []
@destinies = []
@destinies_event = []
@blinked_events = []
@blink_count = 0
i = 0
for event in $game_map.events.values
next if event.nil?
next if event.list.nil? or event.list.size <= 0
maped = false
blinked = false
@blinked_events[i] = false
for item in event.list
next if item.nil?
if item.code == 108 or item.code == 408
unless maped
if item.parameters[0].downcase.include?("minimap")
name = item.parameters[0].split[1]
sprite = Sprite.new(viewport)
sprite.bitmap = RPG::Cache.picture(name)
@events[i] = event
@events_sprites[i] = sprite
maped = true
i += 1
elsif item.parameters[0].downcase.include?("destino")
name = item.parameters[0].split[1]
sprite = Sprite.new(viewport)
sprite.bitmap = RPG::Cache.picture(name)
@destinies[i] = sprite
@destinies_event[i] = event
maped = true
i += 1
end
end
unless blinked
if item.parameters[0].downcase.include?("blink")
adx = (maped == true ? -1 : 0)
@blinked_events[i + adx] = true
blinked = true
end
end
break if blinked and maped
end
end
end
end
def visible=(valor)
return if !@visible.nil? and @visible == valor
@visible = valor
@back_sprite.visible = valor
for layer in @layers
layer.visible = valor
end
for sprite in @events_sprites + @destinies
next if sprite.nil?
sprite.visible = valor
end
@hero.visible = valor
end
def update
self.visible = true
self.visible = false if $game_system.map_interpreter.running?
self.visible = $game_switches[RTH::MAP_ON_SWITCH] if @visible == true
return if @visible == false
super
@blink_count = (@blink_count + 1) % 10
if @destinies.size > 0
for i in 0...@destinies.size
next if @destinies[i].nil?
max_x = RTH::MINI_MAP_LARG + @layers[0].x - (@destinies[i].src_rect.width / 2)
max_y = RTH::MINI_MAP_ALT + @layers[0].y - (@destinies[i].src_rect.height / 2)
x = (@destinies_event[i].screen_x.to_f / self.map_dif_width) + @layers[0].x - (@destinies[i].src_rect.width / 2)
y = (@destinies_event[i].screen_y.to_f / self.map_dif_height) + @layers[0].y - @destinies[i].src_rect.height
@destinies[i].x = (x >= max_x ? max_x : x <= @layers[0].x ? @layers[0].x : x)
@destinies[i].y = (y >= max_y ? max_y : y <= @layers[0].y ? @layers[0].y : y)
@destinies[i].visible = (not @destinies[i].visible) if @blink_count == 0 and @blinked_events[i]
end
end
for i in 0...@events_sprites.size
next if @events[i].nil?
@events_sprites[i].x = (@events[i].screen_x.to_f / self.map_dif_width) + @layers[0].x - (@events_sprites[i].src_rect.width / 2)
@events_sprites[i].y = (@events[i].screen_y.to_f / self.map_dif_height) + @layers[0].y - @events_sprites[i].src_rect.height
@events_sprites[i].visible = (@events_sprites[i].x >= @layers[0].x and @events_sprites[i].x <= @layers[0].x + @bitmap_rect.width and @events_sprites[i].y >= @layers[0].y and @events_sprites[i].y <= @layers[0].y + @bitmap_rect.height)
end
@hero.x = ($game_player.screen_x.to_f / self.map_dif_width) + @layers[0].x - (@hero.src_rect.width / 2)
@hero.y = ($game_player.screen_y / self.map_dif_height) + @layers[0].y - @hero.src_rect.height
end
def dispose(dp=false)
super(dp)
for sprite in @events_sprites + @destinies
next if sprite.nil?
sprite.bitmap.dispose
sprite.dispose
end
@hero.bitmap.dispose
@hero.dispose
end
def redraw_map
dispose
draw_map
end
end
class Spriteset_Map
attr_reader :mini_mapa
alias rth_mini_map_spmap_initialize initialize
alias rth_mini_map_spmap_dispose dispose
alias rth_mini_map_spmap_update update
def initialize
@mini_mapa = Mini_Map.new(0)
rth_mini_map_spmap_initialize
end
def dispose
@mini_mapa.dispose(true)
rth_mini_map_spmap_dispose
end
def update
@mini_mapa.update
rth_mini_map_spmap_update
end
end
class Scene_Map
attr_reader :spriteset
end
class Game_Map
alias rth_mini_map_gmap_refresh refresh
def refresh
rth_mini_map_gmap_refresh
if $scene.instance_of?(Scene_Map)
if $scene.spriteset != nil and $scene.spriteset.mini_mapa != nil
$scene.spriteset.mini_mapa.redraw_map
end
end
end
end
class Interpreter
alias rth_mini_map_iterpreter_command_123 command_123
def command_123
valor = rth_mini_map_iterpreter_command_123
if $scene.instance_of?(Scene_Map)
$scene.spriteset.mini_mapa.redraw_map
end
end
end
class Scene_Full_Map
def main
@rw = $game_map.width * 32
@rh = $game_map.height * 32
@full_map = Sprite.new
@full_map.bitmap = Bitmap.new(@rw, @rh)
for i in 0..5
@full_map.bitmap.blt(0, 0, RPG::Cache.map_bitmap($game_map.map_id, i), Rect.new(0, 0, @rw, @rh))
end
#RPG::Cache.dispose_map_bitmap($game_map.map_id)
@ox = ($game_map.display_x / 4)
@oy = ($game_map.display_y / 4)
@full_map.ox = @ox
@full_map.oy = @oy
@full_map.zoom_x = 0.8
@full_map.zoom_y = 0.8
@full_map.x = (640 - (640 * @full_map.zoom_x)) / 2
@full_map.y = (480 - (480 * @full_map.zoom_y)) / 2
Graphics.transition(20)
while $scene == self
Graphics.update
Input.update
update
end
Graphics.freeze
@full_map.bitmap.dispose
@full_map.dispose
end
def update
@full_map.update
cw = (@rw * @full_map.zoom_x)
ch = (@rh * @full_map.zoom_y)
if cw + @full_map.x > 640 - @full_map.x
if [1, 4, 7].include?(Input.dir8) and @ox > 0
@ox -= 10
elsif [3, 6, 9].include?(Input.dir8) and @ox < (@rw - (@full_map.x * 2) - (640 * @full_map.zoom_x))
@ox += 10
end
end
if ch + @full_map.y > 480 - @full_map.y
if [7, 8, 9].include?(Input.dir8) and @oy > 0
@oy -= 10
elsif [1, 2, 3].include?(Input.dir8) and @oy < (@rh - (@full_map.y * 2) - (480 * @full_map.zoom_y))
@oy += 10
end
end
#@full_map.src_rect.set(@ox, @oy, @rw, @rh)
@full_map.ox = @ox
@full_map.oy = @oy
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
$scene = Scene_Map.new
end
end
end
class Game_Map
def mmsetup(id)
@map_id = id
@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
tilesets = load_data("Data/Tilesets.rxdata")
tileset = tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@priorities = tileset.priorities
end
end
module RPG
module Cache
@map_bitmap = []
AUTOTILES_DEFINITION = [
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
]
def self.map_bitmap(map_id, priority=0)
if @map_bitmap[map_id].nil?
mapa = Game_Map.new
mapa.mmsetup(map_id)
layers = [
Bitmap.new(mapa.width * 32, mapa.height * 32),
Bitmap.new(mapa.width * 32, mapa.height * 32),
Bitmap.new(mapa.width * 32, mapa.height * 32),
Bitmap.new(mapa.width * 32, mapa.height * 32),
Bitmap.new(mapa.width * 32, mapa.height * 32),
Bitmap.new(mapa.width * 32, mapa.height * 32)
]
autotiles = []
for i in 0..6
autotiles[i] = self.autotile(mapa.autotile_names[i])
end
vx = [0, 1, 0, 1]
vy = [0, 0, 1, 1]
for x in 0...mapa.width
for y in 0...mapa.height
for level in 0..2
tile_id = mapa.data[x, y, level]
prioridade = mapa.priorities[tile_id]
if tile_id >= 384
tileset_bitmap = self.tile(mapa.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
layers[prioridade].blt(x * 32, y * 32, tileset_bitmap, src_rect)
elsif tile_id >= 48 and tile_id < 384
aid = tile_id / 48 - 1
for j in 0..3
h = 4 * (tile_id % 48) + j
src_rect = Rect.new((AUTOTILES_DEFINITION[h] % 6) * 16, (AUTOTILES_DEFINITION[h] / 6 ) * 16, 16, 16)
ax = x * 32 + vx[j] * 16
ay = y * 32 + vy[j] * 16
layers[prioridade].blt(ax, ay, autotiles[aid], src_rect)
end
end
end
end
end
@map_bitmap[map_id] = layers
end
return @map_bitmap[map_id][priority]
end
def self.dispose_map_bitmap(id)
return if @map_bitmap[id].nil?
for bitmap in @map_bitmap[id]
bitmap.dispose
end
@map_bitmap[id] = nil
end
end
end
e as imagens necessárias eu exclui sem querer,então olhe no script e procure umas imagens pequenas pro minimap de eventos,herói(não amostra os outros players),baús etc...
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