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vincestick

[XP] Location position

Question

I don't know what to edit, but how would you set it so the location name would be directly above the mini-map in the screenshot?

 

screen.jpg

 

 

 

If it helps, I'm using these two scripts:

 

#=========================================================================

=====

# ■ Passability Mini Map

#------------------

# made by Selwyn/Squall // selwyn@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 = 2 # 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 = 3 # 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

#----------------

# â— minimap_on?

#----------------

def on?

return true

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 90

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® and !passable(d)

map.data[x, y, level] = 0

elsif !passable(u) and !passable(l) and !passable® and passable(d)

map.data[x, y, level] = 90

elsif !passable(u) and !passable(l) and !passable(d) and passable®

map.data[x, y, level] = 91

elsif !passable(u) and !passable® and !passable(d) and passable(l)

map.data[x, y, level] = 93

elsif !passable(l) and !passable® and !passable(d) and passable(u)

map.data[x, y, level] = 92

elsif !passable(u) and !passable(d) and passable® and passable(l)

map.data[x, y, level] = 81

elsif !passable(u) and !passable® and passable(d) and passable(l)

map.data[x, y, level] = 84

elsif !passable(u) and !passable(l) and passable(d) and passable®

map.data[x, y, level] = 82

elsif !passable(d) and !passable® and passable(l) and passable(u)

map.data[x, y, level] = 86

elsif !passable(d) and !passable(l) and passable® and passable(u)

map.data[x, y, level] = 88

elsif !passable® and !passable(l) and passable(d) and passable(u)

map.data[x, y, level] = 80

elsif !passable(u) and passable(d) and passable® and passable(l)

map.data[x, y, level] = 68

elsif !passable(d) and passable(u) and passable® and passable(l)

map.data[x, y, level] = 76

elsif !passable® 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®

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 * 6)

bitmap = Bitmap.new(@map.width * 6, @map.height * 6)

rect1 = Rect.new(6, 0, 6, 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 * 6)

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.code != 108

@events[key] = Sprite.new(self.viewport)

@events[key].z = self.z + 2

if event.list.parameters[0].include?("event")

@events[key].bitmap = RPG::Cache.picture("event")

elsif event.list.parameters[0].include?("enemy")

@events[key].bitmap = RPG::Cache.picture("enemy")

elsif event.list.parameters[0].include?("teleport")

@events[key].bitmap = RPG::Cache.picture("teleport")

elsif event.list.parameters[0].include?("chest")

@events[key].bitmap = RPG::Cache.picture("chest")

elsif event.list.parameters[0].include?("npc")

@events[key].bitmap = RPG::Cache.picture("npc")

elsif event.list.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

 

#_________________________________________________________________________

______

# MOG_Window Map Name V1.0

#_______________________________________________________________________________

# By Moghunter

#_______________________________________________________________________________

if true # True = Enable / False = Disable (Script)

module MOG

#Font Name.

MPFONT = "Arial"

#Fade ON/OFF(True - False).

MPNMFD = false

#Fade Time.

MPNMTM = 500

#Window Position.

# 0 = Upper Left.

# 1 = Lower Left.

# 2 = Upper Right.

# 3 = Lower Right.

MPNMPS = 2

# Disable Window Switch.

WM_SWITCH_VIS_DISABLE = 500

end

#_________________________________________________

$mogscript = {} if $mogscript == nil

$mogscript["mpmapname"] = true

###############

# Game_System #

###############

class Game_System

attr_accessor :fdtm

attr_accessor :mpnm_x

attr_accessor :mpnm_y

alias mog24_initialize initialize

def initialize

mog24_initialize

@fdtm = MOG::MPNMTM

if MOG::MPNMPS == 0

@mpnm_x = -300

@mpnm_y = 0

elsif MOG::MPNMPS == 1

@mpnm_x = -300

@mpnm_y = 380

elsif MOG::MPNMPS == 2

@mpnm_x = 640

@mpnm_y = 0

else

@mpnm_x = 640

@mpnm_y = 380

end

end

def mpnm_x

return @mpnm_x

end

def mpnm_y

return @mpnm_y

end

def fdtm

if @fdtm <= 0

@fdtm = 0

end

return @fdtm

end

end

############

# Game_Map #

############

class Game_Map

attr_reader :map_id

def mpname

$mpname = load_data("Data/MapInfos.rxdata")

$mpname[@map_id].name

end

end

###############

# Window Base #

###############

class Window_Base < Window

def draw_mpname(x,y)

mapic = RPG::Cache.picture("")

cw = mapic.width

ch = mapic.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch + 65, mapic, src_rect)

self.contents.font.name = MOG::MPFONT

self.contents.font.size = 16

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 4, y + -8, 160, 60, $game_map.mpname.to_s,1)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 4, y + -8, 160, 60, $game_map.mpname.to_s,1)

end

end

##########

# Mpname #

##########

class Mpname < Window_Base

def initialize

super($game_system.mpnm_x, $game_system.mpnm_y, 160, 60)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = 0

refresh

end

def refresh

self.contents.clear

draw_mpname(10,0)

end

end

#############

# Scene_Map #

#############

class Scene_Map

alias mog24_main main

def main

@mpnm = Mpname.new

@mpnm.contents_opacity = $game_system.fdtm

if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false

@mpnm.visible = true

else

@mpnm.visible = false

end

mog24_main

@mpnm.dispose

end

alias mog24_update update

def update

mog24_update

$game_system.mpnm_x = @mpnm.x

$game_system.mpnm_y = @mpnm.y

if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false

@mpnm.visible = true

else

@mpnm.visible = false

end

if MOG::MPNMPS == 0 or MOG::MPNMPS == 1

if @mpnm.x < 0

@mpnm.x += 8

elsif @mpnm.x >= 0

@mpnm.x = 0

end

else

if @mpnm.x > 400

@mpnm.x -= 8

elsif @mpnm.x <= 400

@mpnm.x = 400

end

end

@mpnm.contents_opacity = $game_system.fdtm

if MOG::MPNMFD == true

$game_system.fdtm -= 3

end

end

alias mog24_transfer_player transfer_player

def transfer_player

mog24_transfer_player

if MOG::MPNMPS == 0

$game_system.mpnm_x = -300

$game_system.mpnm_y = 0

elsif MOG::MPNMPS == 1

$game_system.mpnm_x = -300

$game_system.mpnm_y = 380

elsif MOG::MPNMPS == 2

$game_system.mpnm_x = 640

$game_system.mpnm_y = 0

else

$game_system.mpnm_x = 640

$game_system.mpnm_y = 380

end

@mpnm.y = $game_system.mpnm_y

@mpnm.x = $game_system.mpnm_x

$game_system.fdtm = MOG::MPNMTM

@mpnm.refresh

end

end

end

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7 answers to this question

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  • 0

I think that was in some ring menu scripts. Showing the name of the map whenever you open the menu. I think you can try to take the "Show Map Name" setting from the Ring Menu and add it, somewhere, into the Minimap script. But I don't know how to do that or if that can be done without some difficult modifications.

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Show a picture? It would require alot of work, but...why not?

That can be done with a Common Event, a Switch, and a Variable. Oh, and the pictures with the names of the maps. It'd be tough to set up, but it might be easier to do.

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If it makes it any easier, I just need the text of the map location name to appear above the minimap in the screenie.

Hmm..... Those would be small words then. I might be able to do it. Here's an example.

-Image Removed-

To big?

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Hmm..... Those would be small words then. I might be able to do it. Here's an example.

Forest.png

To big?

It is a tad too big. I'm not lookin' for anything fancy, just regular text to show what map you're in. Is there a way to do this by editing the x and y settings within the script?

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