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Nuevo estilo de minimapa
+2
katsius
Vanjoss
6 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Nuevo estilo de minimapa
Sin mas que decir este script le da otro toque al mini mapa y sin poner imagenes ni cuadritos algo mal! en fin esta en otro idioma que sabe Dios cual sera hay le dejo traducido las partes editables para que puedan acomodarlo a su gusto ok!
Busqueda por el Team ABYSS
[Tienes que estar registrado y conectado para ver esa imagen]
- Código:
=begin ************************************************************************
Ÿ ƒtƒB[ƒ‹ƒhƒ}ƒbƒv‚Ì•\Ž¦ Ver1.61
--------------------------------------------------------------------------
<Žg—p•û–@> ¨ ¥ Ý’è ‚Ìu•\Ž¦‚·‚éƒ}ƒbƒvIDv‚Öƒ}ƒbƒvID‚ð‹L“ü‚·‚é
<ƒ|ƒCƒ“ƒg> ¨ ƒCƒxƒ“ƒg‚̃XƒNƒŠƒvƒg‚Ö‰ºƒRƒ}ƒ“ƒh‚ð‹L“ü
FiMark.add_mark(XÀ•W, YÀ•W, ƒ}ƒbƒvID) # ƒ|ƒCƒ“ƒg’ljÁ
FiMark.add_mark(XÀ•W, YÀ•W) # V (Œ»Ý‚̃}ƒbƒv)
FiMark.add_mark # V (Œ»Ý’n)
FiMark.remove_mark(XÀ•W, YÀ•W, ƒ}ƒbƒvID) # ƒ|ƒCƒ“ƒgíœ
FiMark.remove_mark(XÀ•W, YÀ•W) # V (Œ»Ý‚̃}ƒbƒv)
FiMark.remove_mark # V (Œ»Ý’n)
FiMark.clear_mark(ƒ}ƒbƒvID) # ƒ}ƒbƒv“àíœ
FiMark.clear_mark # V (Œ»Ý‚̃}ƒbƒv)
¦ ƒ}ƒbƒv‚ÖuŠX‚̈ʒu‚Ì–Úˆó‚ð‚‚¯‚év‚È‚Ç‚ª‚Å‚«‚Ü‚·
¦ ˆ—‚ªd‚‚Ȃ邽‚ßA•À—ñˆ—‚É‚æ‚è•t‚¯‚½‚èÁ‚µ‚½‚肵‚È‚¢‚Å‚‚¾‚³‚¢
—á) ƒ}ƒbƒvID 2AXÀ•W 9AYÀ•W32 ‚ð’ljÁ ¨ FiMark.add_mark(9, 32, 2)
=end # ************************************************************************
module FiMark
# ¥ Ý’è
OnMap = [1] # "el interruptor numero 1 es el que se debe activar para ver el mapa "
NZoom = 1.5 # zoom del mapa
OnSwi = 0 # •\Ž¦Ø‚è‘Ö‚¦ƒXƒCƒbƒ`ID (0‚Åí‚É•\Ž¦)
CX , CY = 544 , 416 #posicion del mapa en la pantalla
Spa = 4 # —]”’ (’[‚Ì‚Í‚Ýo‚µ‚ð‹§‚·‚é”͈Í)
# ¥ F ( Ô , —Î ,  , “§–¾“x ) 0 ` 255 ‚͈̔͂ÅÝ’è
Land = Color.new(160, 160, 160, 144) # —¤’n
Sea = Color.new( 0, 0, 0, 144) # ŠC
OffS = Color.new( 32, 32, 32, 144) # ŠC (ó)
Mtn = Color.new( 96, 96, 96, 144) # ŽR
Now = Color.new(255, 128, 0, 255) # Œ»Ý’n
# ¤ Ú×Ý’è (’†‹‰)
LoMap = [] # ‚ ‚ç‚©‚¶‚ß“Ç‚Ýž‚Þƒ}ƒbƒv (ƒ}ƒbƒv“Ç‚Ýo‚µ‚ð‘f‘‚)
MZoom = {} # ƒ}ƒbƒv‚²‚Æ‚ÌŠg‘å—¦‚ðŒˆ‚ß‚é ( ID=>Šg‘å—¦, )
# ¦ ƒ}ƒbƒv‚ð“Ç‚Ýž‚ÞŽž‚É’x‚¢‚ÆŠ´‚¶‚½‚çA‚»‚̃}ƒbƒvID‚ð LoMap ‚Ì’†‚É“ü‚ê‚Ü‚·
# ¦ ‰æ‘œ‚ÍA‰æ–Ê‚ÌŠO‚É‚Í‚Í‚Ýo‚³‚È‚¢—l‚Éݒ肳‚ê‚Ä‚¢‚Ü‚·
# ¥ Ý’è2 (Ver1.50‚æ‚è)
Point = Color.new(255, 255, 96, 255) # F ƒ|ƒCƒ“ƒg
end
#-mymemo-----------------------------------------------------------------------
# ŠC‚Í ˆê‘w–ڂ̃^ƒCƒ‹ID ‚ª‘S‚Ä“¯‚¶ (“ñ‘w–ڂŃ^ƒCƒ‹”»•Ê)
# ŽR‚Í “ñ‘w–ڂ̃ŒƒCƒ„[ ‚Ƀ^ƒCƒ‹”Ô†‚ªÚ‚Á‚Ä‚¢‚é (ˆê‘w–Ú‚Ì°‚ª“¯‚¶¶’n)
# 쬂·‚é‰æ‘œ‚ð•ÏX‚·‚é‚Æ‚«‚ÍACache ‚Ì create_map(map_id) ‚ð•ÏX
#------------------------------------------------------------------------------
#==============================================================================
# ¡ FiMark
#==============================================================================
module FiMark
#--------------------------------------------------------------------------
# œ ’è”
#--------------------------------------------------------------------------
# ¥ ƒ}ƒbƒvƒ|ƒCƒ“ƒg‚ÌF (Ver1.70‚æ‚è)
ColorS = { # F”Ô†=>Color.new( Ô , —Î ,  , “§–¾“x )
1=>Point, # ¦ "F ƒ|ƒCƒ“ƒg" ‚ð—¬—p
2=>Color.new( 96, 255, 255, 255),
3=>Color.new(255, 0, 0, 255),
}
# FiMark.set_mark(F”Ô†, XÀ•W, YÀ•W, ƒ}ƒbƒvID) # ƒ|ƒCƒ“ƒgÝ’è
# FiMark.set_mark(F”Ô†, XÀ•W, YÀ•W) # V (Œ»Ý‚̃}ƒbƒv)
# FiMark.set_mark(F”Ô†) # V (Œ»Ý’n)
#--------------------------------------------------------------------------
# œ “Á’èƒ}ƒbƒv‚ðƒNƒŠƒA
#--------------------------------------------------------------------------
def self.clear_mark(map_id = $game_map.map_id)
$game_map.fimark_points.mark_clear(map_id)
$game_temp.zii_fimark_point_flag = true
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ðÝ’è
#--------------------------------------------------------------------------
def self.set_mark(type, x = nil, y = nil, map_id = $game_map.map_id)
x = $game_player.x if x.nil?
y = $game_player.y if y.nil?
$game_map.fimark_points.set_mark(type, map_id, x, y)
$game_temp.zii_fimark_point_flag = true
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ð’ljÁ
#--------------------------------------------------------------------------
def self.add_mark(x = nil, y = nil, map_id = $game_map.map_id)
x = $game_player.x if x.nil?
y = $game_player.y if y.nil?
$game_map.fimark_points.add_mark(map_id, x, y)
$game_temp.zii_fimark_point_flag = true
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ðŠO‚·
#--------------------------------------------------------------------------
def self.remove_mark(x = nil, y = nil, map_id = $game_map.map_id)
x = $game_player.x if x.nil?
y = $game_player.y if y.nil?
$game_map.fimark_points.remove_mark(map_id, x, y)
$game_temp.zii_fimark_point_flag = true
end
end
#==============================================================================
# ¡ Cache
#==============================================================================
module Cache
#--------------------------------------------------------------------------
# œ ’è”
#--------------------------------------------------------------------------
MtnIndex = [18, 26, 34, 42] # ŽR‚̃Cƒ“ƒfƒbƒNƒX
#--------------------------------------------------------------------------
# œ ƒQ[ƒ€ŠJŽnŽž‚ÌÝ’è
#--------------------------------------------------------------------------
def self.start_up_by_fimark
for i in FiMark::LoMap do self.load_map(i) end # •\Ž¦‚·‚éƒ}ƒbƒv‚ðì¬
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv ƒrƒbƒgƒ}ƒbƒv ‚Ìì¬
# map_id : ƒ}ƒbƒv ID
#--------------------------------------------------------------------------
def self.create_map(map_id)
map = load_data(sprintf("Data/Map%03d.rvdata", map_id))
bitmap = Bitmap.new(map.width, map.height)
for y in 0...map.height
for x in 0...map.width
tile1 = map.data[x, y, 0]
tile2 = map.data[x, y, 1]
# ŠC (ƒ^ƒCƒ‹A : ƒCƒ“ƒfƒbƒNƒX1 : ‰º‘wƒŒƒCƒ„[)
if Zii.tile_info(tile1) == [0, 0]
if Zii.tile_number(tile2) == 1
bitmap.set_pixel(x, y, FiMark::Sea)
else # 󂢊C
bitmap.set_pixel(x, y, FiMark::OffS)
end
# ŽR (ƒ^ƒCƒ‹A : ’蔃Cƒ“ƒfƒbƒNƒX : ’†‘wƒŒƒCƒ„[)
elsif (MtnIndex.include?(Zii.tile_number(tile2)) and
Zii.tile_type(tile2) == 0)
bitmap.set_pixel(x, y, FiMark::Mtn)
# —¤’n (‚»‚Ì‘¼)
else
bitmap.set_pixel(x, y, FiMark::Land)
end
end
end
return bitmap
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv ƒrƒbƒgƒ}ƒbƒv ‚Ì“Ç‚Ýž‚Ý
# map_id : ƒ}ƒbƒv ID
#--------------------------------------------------------------------------
def self.load_map(map_id)
@cache = {} if @cache == nil
path = "ZiiFieldMap/" + map_id.to_s
if not @cache.include?(path) or @cache[path].disposed?
if map_id <= 0
@cache[path] = Bitmap.new(32, 32)
else
@cache[path] = self.create_map(map_id)
end
end
return @cache[path]
end
end
#******************************************************************************
# š ƒ^ƒCƒ‹ƒf[ƒ^‚̉ðÍ (»ì—p)
#******************************************************************************
module Zii # Ver2.00
#--------------------------------------------------------------------------
# œ ƒ^ƒCƒ‹ˆÃ† ‚̎擾 (”z—ñ)
# type : °‚ÌŽí—Þ (0`4 : A`E)
# index : ƒ^ƒCƒ‹”Ô†
#--------------------------------------------------------------------------
def self.tile_data(type, index)
return [] if type == nil
return [] if index == nil
if type == 0 # Aƒ^ƒCƒ‹
if index < 128
result = []
for i in 0...48
result.push(i + index * 48 + 2048)
end
return result
else # ƒp[ƒc5 ‚Ìê‡
return [index + 1408]
end
else # Bƒ^ƒCƒ‹ˆÈ~
return [(type - 1) * 256 + index]
end
end
#--------------------------------------------------------------------------
# œ ƒ^ƒCƒ‹ƒ^ƒCƒv ‚̎擾
# data : ƒ^ƒCƒ‹ˆÃ†
#--------------------------------------------------------------------------
def self.tile_type(data)
return nil if data == nil
if data >= 1280 # Aƒ^ƒCƒ‹ (0)
return 0
else # Bƒ^ƒCƒ‹ ˆÈ~ (1..)
return (data / 256 + 1)
end
end
#--------------------------------------------------------------------------
# œ ƒ^ƒCƒ‹”Ô† ‚̎擾
# data : ƒ^ƒCƒ‹ˆÃ†
#--------------------------------------------------------------------------
def self.tile_number(data)
return nil if data == nil
if data >= 1280 # Aƒ^ƒCƒ‹
if data >= 2048
return (data - 2048) / 48
else # ƒp[ƒc5 ‚Ìê‡
return (data - 1408)
end
else # Bƒ^ƒCƒ‹ ˆÈ~
return (data % 256)
end
end
#--------------------------------------------------------------------------
# œ ƒ^ƒCƒ‹ƒ^ƒCƒv ‚̎擾
# data : ƒ^ƒCƒ‹ˆÃ†
#--------------------------------------------------------------------------
def self.tile_info(data)
return [self.tile_type(data), self.tile_number(data)]
end
end
#******************************************************************************
# š ƒV[ƒ“‚Ìì¬
#******************************************************************************
#==============================================================================
# ¡ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#--------------------------------------------------------------------------
attr_accessor :zii_fimark_point_flag # ƒ}ƒbƒvƒ|ƒCƒ“ƒgÄÝ’èƒtƒ‰ƒO
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias :zii_fimark_temp_initialize :initialize
def initialize
zii_fimark_temp_initialize
@zii_fimark_point_flag = false
end
end
#==============================================================================
# ¡ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ‚̉Ž‹”»’è
#--------------------------------------------------------------------------
def fieldmap_visible?
return true unless FiMark::OnSwi > 0
return $game_switches[FiMarkOnSwi]
end
end
#==============================================================================
# ¡ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias :zii_fimark_map_initialize :initialize
def initialize
@fimark_points = Game_FieldMarkPoint.new(self)
zii_fimark_map_initialize
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒvƒ|ƒCƒ“ƒg‚̎擾
#--------------------------------------------------------------------------
def fimark_points
@fimark_points = Game_FieldMarkPoint.new(self) if @fimark_points == nil
return @fimark_points
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ ’†S‚Ì X À•WŽæ“¾
#--------------------------------------------------------------------------
def fieldmark_cx
return FiMark::CX
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ ’†S‚Ì Y À•WŽæ“¾
#--------------------------------------------------------------------------
def fieldmark_cy
return FiMark::CY
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ Šg‘å—¦‚̎擾
#--------------------------------------------------------------------------
def fieldmark_zoom
if FiMark::MZoom.include?(@map_id)
return FiMark::MZoom[@map_id]
end
return FiMark::NZoom
end
end
#==============================================================================
# ¡ Game_FieldMarkPoint
#------------------------------------------------------------------------------
# @ƒ}ƒbƒv‚̃|ƒCƒ“ƒg‚ðŠÇ—‚·‚éƒNƒ‰ƒX‚Å‚·BGame_Map ƒNƒ‰ƒX‚Ì“à•”‚ÅŽg—p‚³‚ê‚Ü‚·B
#==============================================================================
class Game_FieldMarkPoint
#--------------------------------------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#--------------------------------------------------------------------------
attr_reader :data # ƒ}[ƒNƒf[ƒ^ ƒnƒbƒVƒ…
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize(map)
@map = map
@data = {}
end
#--------------------------------------------------------------------------
# œ î•ñ‚̃NƒŠƒA
#--------------------------------------------------------------------------
def clear
@data = {}
end
#--------------------------------------------------------------------------
# œ “Á’èƒ}ƒbƒv‚̃NƒŠƒA
#--------------------------------------------------------------------------
def mark_clear(map_id)
@data.delete(map_id)
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒLƒ“ƒOî•ñ‚̎擾
# map_id : Žæ“¾‚·‚éƒ}ƒbƒv‚Ì ID
# resize : ƒ}ƒbƒvƒf[ƒ^‚Ì‘å‚«‚³‚ð•ÏX‚·‚é‚©H
#--------------------------------------------------------------------------
def marking(map_id, resize = false)
if not @data.has_key?(map_id)
map = load_data(sprintf("Data/Map%03d.rvdata", map_id))
@data[map_id] = Table.new(map.width, map.height)
elsif resize
map = load_data(sprintf("Data/Map%03d.rvdata", map_id))
@data[map_id].resize(map.width, map.height)
end
return @data[map_id]
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ðÝ’è
#--------------------------------------------------------------------------
def set_mark(type, map_id, x, y)
mark = marking(map_id)
mark[x, y] = type
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ð’ljÁ
#--------------------------------------------------------------------------
def add_mark(map_id, x, y)
mark = marking(map_id)
mark[x, y] = 1
end
#--------------------------------------------------------------------------
# œ ƒ}[ƒN‚ðŠO‚·
#--------------------------------------------------------------------------
def remove_mark(map_id, x, y)
mark = marking(map_id)
mark[x, y] = 0
end
end
#==============================================================================
# ¡ Sprite_ZiiFiMarkMap
#------------------------------------------------------------------------------
# ƒ}ƒbƒv‰æ‘œ‚ð•\Ž¦‚·‚éƒXƒvƒ‰ƒCƒg‚̃Nƒ‰ƒX‚Å‚·B
#==============================================================================
class Sprite_ZiiFiMarkMap < Sprite
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# viewport : ƒrƒ…[ƒ|[ƒg
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
create_graphic
end
#--------------------------------------------------------------------------
# œ ‰æ‘œ‚Ìì¬
#--------------------------------------------------------------------------
def create_graphic
self.bitmap = Cache.load_map($game_map.map_id)
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
update_map
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒ}ƒbƒv)
#--------------------------------------------------------------------------
def update_map
change = (@fieldmark_zoom != $game_map.fieldmark_zoom)
$game_temp.zii_fimark_point_flag = true if change
if (change or @fieldmark_cx != $game_map.fieldmark_cx or
@fieldmark_cy != $game_map.fieldmark_cy)
@fieldmark_zoom = $game_map.fieldmark_zoom
@fieldmark_cx = $game_map.fieldmark_cx
@fieldmark_cy = $game_map.fieldmark_cy
move_setting
end
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ‚Ì’²ß
#--------------------------------------------------------------------------
def move_setting
cx , cy = @fieldmark_cx , @fieldmark_cy
width = self.width * @fieldmark_zoom
height = self.height * @fieldmark_zoom
self.x = cx - width / 2
self.y = cy - height / 2
# X À•W‚̈ʒu‚¸‚êC³
if self.x < FiMark::Spa
self.x = FiMark::Spa
elsif self.x + width > 544 - FiMark::Spa
self.x = 544 - FiMark::Spa - width
end
# Y À•W‚̈ʒu‚¸‚êC³
if self.y < FiMark::Spa
self.y = FiMark::Spa
elsif self.y + height > 416 - FiMark::Spa
self.y = 416 - FiMark::Spa - height
end
self.zoom_x = @fieldmark_zoom
self.zoom_y = @fieldmark_zoom
end
end
#==============================================================================
# ¡ Sprite_ZiiFiMarkPlayer
#------------------------------------------------------------------------------
# ƒ}ƒbƒv‚ŃvƒŒƒCƒ„[‚ð•\Ž¦‚·‚éƒXƒvƒ‰ƒCƒg‚̃Nƒ‰ƒX‚Å‚·B
#==============================================================================
class Sprite_ZiiFiMarkPlayer < Sprite
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# field_map : ƒ}ƒbƒv‰æ‘œ
# viewport : ƒrƒ…[ƒ|[ƒg
#--------------------------------------------------------------------------
def initialize(field_mark, viewport = nil)
super(viewport)
@field_mark = field_mark
create_graphic
end
#--------------------------------------------------------------------------
# œ ‰æ‘œ‚Ìì¬
#--------------------------------------------------------------------------
def create_graphic
self.bitmap = Bitmap.new(3, 3)
self.bitmap.fill_rect(0, 0, 3, 3, FiMark::Now)
self.ox = self.width / 2
self.oy = self.height / 2
end
#--------------------------------------------------------------------------
# œ ‰ð•ú
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose
super
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
self.x = @field_mark.x + $game_player.x * $game_map.fieldmark_zoom
self.y = @field_mark.y + $game_player.y * $game_map.fieldmark_zoom
end
end
#==============================================================================
# ¡ Sprite_ZiiFiMarkPoint
#------------------------------------------------------------------------------
# ƒ}ƒbƒv‚Ń|ƒCƒ“ƒg‚ð•\Ž¦‚·‚éƒXƒvƒ‰ƒCƒg‚̃Nƒ‰ƒX‚Å‚·B
#==============================================================================
class Sprite_ZiiFiMarkPoint < Sprite
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# field_map : ƒ}ƒbƒv‰æ‘œ
# viewport : ƒrƒ…[ƒ|[ƒg
#--------------------------------------------------------------------------
def initialize(field_mark, viewport = nil)
super(viewport)
$game_map.fimark_points.marking($game_map.map_id, true) # ¦ƒŠƒTƒCƒY
@field_mark = field_mark
@effect_count = 0
create_graphic
end
#--------------------------------------------------------------------------
# œ ‰æ‘œ‚Ìì¬
#--------------------------------------------------------------------------
def create_graphic
mark = $game_map.fimark_points.marking($game_map.map_id) # ƒf[ƒ^ Žæ“¾
width = @field_mark.width * $game_map.fieldmark_zoom # ‰¡• Žæ“¾
height = @field_mark.height * $game_map.fieldmark_zoom # ‚‚³ Žæ“¾
self.bitmap = Bitmap.new(width, height) # Bitmap ì¬
for y in 0...mark.ysize # YÀ•Wƒ‹[ƒv
for x in 0...mark.xsize # XÀ•Wƒ‹[ƒv
next if mark[x, y] == 0 # •`‰æ‚·‚é‚©H
draw_mark_point(x, y, mark[x, y])
end
end
end
#--------------------------------------------------------------------------
# œ ƒ|ƒCƒ“ƒg•`‰æ
# ox , oy : •\Ž¦À•W , type : •\Ž¦Ží—Þ
#--------------------------------------------------------------------------
def draw_mark_point(ox, oy, type)
x , y = ox * $game_map.fieldmark_zoom , oy * $game_map.fieldmark_zoom
color = FiMark::ColorS[type]
self.bitmap.set_pixel(x-1, y, color)
self.bitmap.set_pixel(x, y-1, color)
self.bitmap.set_pixel(x+1, y, color)
self.bitmap.set_pixel(x, y+1, color)
self.bitmap.set_pixel(x, y, color)
end
#--------------------------------------------------------------------------
# œ ‰ð•ú
#--------------------------------------------------------------------------
def dispose
self.bitmap.dispose
super
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
update_points
update_effect
self.x = @field_mark.x
self.y = @field_mark.y
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒ|ƒCƒ“ƒg)
#--------------------------------------------------------------------------
def update_points
return unless $game_temp.zii_fimark_point_flag # V‚µ‚‚·‚é‚©H
$game_temp.zii_fimark_point_flag = false # ƒtƒ‰ƒO‚ð‰ðœ
self.bitmap.dispose # ƒrƒbƒgƒ}ƒbƒv‰ð•ú
create_graphic # ‰æ‘œì¬
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒGƒtƒFƒNƒg)
#--------------------------------------------------------------------------
def update_effect
@effect_count += 1
@effect_count = 0 if @effect_count > 80
self.opacity = (255 - @effect_count * 3)
end
end
#==============================================================================
# ¡ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias :zii_fimark_initialize :initialize
def initialize
create_fieldmark
zii_fimark_initialize
end
#--------------------------------------------------------------------------
# œ ‰ð•ú
#--------------------------------------------------------------------------
alias :zii_fimark_dispose :dispose
def dispose
dispose_fieldmark
zii_fimark_dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
alias :zii_fimark_update :update
def update
zii_fimark_update
update_fieldmark
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ‚Ìì¬
#--------------------------------------------------------------------------
def create_fieldmark
return unless FiMark::OnMap.include?($game_map.map_id)
@mark_view = Viewport.new(0, 0, 544, 416)
@mark_view.z = 80
@field_mark = Sprite_ZiiFiMarkMap.new(@mark_view)
@fimark_player = Sprite_ZiiFiMarkPlayer.new(@field_mark, @mark_view)
@fimark_points = Sprite_ZiiFiMarkPoint.new(@field_mark, @mark_view)
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ‚̉ð•ú
#--------------------------------------------------------------------------
def dispose_fieldmark
if @fimark_points != nil
@fimark_points.dispose
end
if @fimark_player != nil
@fimark_player.dispose
end
if @field_mark != nil
@field_mark.dispose
end
if @mark_view != nil
@mark_view.dispose
end
end
#--------------------------------------------------------------------------
# œ ƒ}ƒbƒv‰æ‘œ‚ÌXV (¦ ƒ}ƒbƒv¨ƒvƒŒƒCƒ„[Eƒ|ƒCƒ“ƒg‚̇‚É!)
#--------------------------------------------------------------------------
def update_fieldmark
return if @field_mark == nil
@mark_view.visible = $game_system.fieldmap_visible?
@field_mark.update
@fimark_player.update if @fimark_player != nil
@fimark_points.update if @fimark_points != nil
end
end
#******************************************************************************
# š ‰Šúˆ—
#******************************************************************************
# œ ‹N“®Žž‚Ƀ}ƒbƒv‰æ‘œ‚ðì¬
Cache.start_up_by_fimark
Busqueda por el Team ABYSS
Vanjoss- 300
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33
390
602
50
Extras
Sobre mí::
Re: Nuevo estilo de minimapa
graxx por el aporte del script lo estaba buscando
te dejo un +1 ....
ATTE:katsius
PD:^^
te dejo un +1 ....
ATTE:katsius
PD:^^
katsius- 50
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29
119
120
6
Extras
Sobre mí:: Me gusta muchisimo el Final Fantasy y Kingdom Hearts
Re: Nuevo estilo de minimapa
Lo he puesto y cuando pongo el juego solo aparece en el primer mapa :shock:
franki- BANEADO
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25
88
103
7
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Sobre mí::
Gracias ^-^
Es super útil este script para el mapa del mundo lo malo que tiene esque no se ven algunas zonas como puentes y demas, cosa que se soluciona combinandolo con otro script de mapa: Mini Mapa 1.0 Por Woratana que es un sencillo mini mapa donde se puede ver por la zona que estamos y aqui se ve todo como puentes y demas, son compatibles los 2 scripts de mapa, aconsejo reducir el zoom a 0.5 y ya digo, es perfecto para lo que es el mapa del mundo. Muchas gracias por el aporte, un abrazo! ^-^
migue84- 0
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39
1
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Re: Nuevo estilo de minimapa
Me alegro de que te guste y te sirva. Pero por favor leete las normas estás haciendo necropost.migue84 escribió:Es super útil este script para el mapa del mundo lo malo que tiene esque no se ven algunas zonas como puentes y demas, cosa que se soluciona combinandolo con otro script de mapa: Mini Mapa 1.0 Por Woratana que es un sencillo mini mapa donde se puede ver por la zona que estamos y aqui se ve todo como puentes y demas, son compatibles los 2 scripts de mapa, aconsejo reducir el zoom a 0.5 y ya digo, es perfecto para lo que es el mapa del mundo. Muchas gracias por el aporte, un abrazo! ^-^
Por ser el primero lo dejo en un simple aviso y nada más. Ten más cuidado la próxima vez y echale un ojo a las normas para que no vuelva a ocurrir xD Si quieres dar las gracias puedes enviar un MP (aun no puedes por tener menos de 10 mensajes xD) o darle a la manita verde xD.
Cierro el tema.
Muzgar- 500
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33
700
2736
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