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joman195

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I don't know if this is in the right forum or not but I have been using this minimap script

################################################################# 
##################### Autor Squall ##############################
#################################################################
# For the position of your NPCs, enemies or teleports to appear in
# the map, you have to add comments on the events,
# Enter the command of events and select the command "comment".
# Type event for events
# Type enemy for enemies
# Type teleport for teleports
# Type savepoint for savepoints
# Type chest for chests
#################################################################

class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ? name
#--------------------------------------------------------------------------
def name
return @event.name
end
end

#==============================================================================
# ¦ Map_Base
#------------------------------------------------------------------------------
# Base class for mini maps
# 
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Base
MP_VERSION = 5
#--------------------------------------------------------------------------
# ? Initialize
#--------------------------------------------------------------------------
def initialize(corner, use_windowskin)
@tileset_name = $game_map.tileset_name
@bg = Window_Base.new(0, 0, 144, 112)
@bg.z = 9000
if no_display?
@bg.windowskin = nil
else
unless use_windowskin
@bg.dispose
@bg = Window_Base.new(0, 0, 160, 128)
@bg.contents = Bitmap.new(128, 96)
@bg.windowskin = nil
bmp = RPG::Cache.picture("mapback")
@bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96))
@bg.z = 9015
end
end
@map = Sprite.new
@map.bitmap = Bitmap.new(map_width, map_height)
@map.z = 9005
@event = Sprite.new
@event.bitmap = Bitmap.new(map_width, map_height)
@event.z = 9010
self.back_opacity = 56
self.opacity = 200
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 = 640 - width - 16
self.y = 480 - height - 16
end
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_map_display?
for event in $game_map.events.values
if event.name.include?("[no map]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_event_display?
for event in $game_map.events.values
if event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_display?
for event in $game_map.events.values
if event.name.include?("[no map]") and event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? dispose
#--------------------------------------------------------------------------
def dispose
@bg.dispose
@map.bitmap.dispose
@map.dispose
@event.bitmap.dispose
@event.dispose
end
#--------------------------------------------------------------------------
# ? map
#--------------------------------------------------------------------------
def map
return @map
end
#--------------------------------------------------------------------------
# ? event
#--------------------------------------------------------------------------
def event
return @event
end
#--------------------------------------------------------------------------
# ? width
#--------------------------------------------------------------------------
def width
return 128
end
#--------------------------------------------------------------------------
# ? opacity=
#--------------------------------------------------------------------------
def height
return 96
end
#--------------------------------------------------------------------------
# ? opacity=
#--------------------------------------------------------------------------
def visible=(bool)
@bg.visible = bool
@event.visible = bool
@map.visible = bool
end
#--------------------------------------------------------------------------
# ? opacity
#--------------------------------------------------------------------------
def visible
return @bg.visible
end
#--------------------------------------------------------------------------
# ? opacity=
#--------------------------------------------------------------------------
def opacity=(opacity)
@event.opacity = opacity
@map.opacity = opacity
end
#--------------------------------------------------------------------------
# ? opacity
#--------------------------------------------------------------------------
def opacity
return @event.opacity
end
#--------------------------------------------------------------------------
# ? back_opacity=
#--------------------------------------------------------------------------
def back_opacity=(opacity)
@bg.opacity = opacity
@bg.contents_opacity = opacity if @bg.contents != nil
end
#--------------------------------------------------------------------------
# ? back_opacity
#--------------------------------------------------------------------------
def back_opacity
return @bg.opacity
end
#--------------------------------------------------------------------------
# ? x=
#--------------------------------------------------------------------------
def x=(x)
@bg.x = x - (@bg.width - 128) / 2
@event.x = x + 8
@map.x = x + 8
end
#--------------------------------------------------------------------------
# ? x
#--------------------------------------------------------------------------
def x
return @bg.x
end
#--------------------------------------------------------------------------
# ? y=
#--------------------------------------------------------------------------
def y=(y)
@bg.y = y - (@bg.height - 96) / 2
@event.y = y + 8
@map.y = y + 8
end
#--------------------------------------------------------------------------
# ? y
#--------------------------------------------------------------------------
def y
return @bg.y
end
#--------------------------------------------------------------------------
# ? map_width
#--------------------------------------------------------------------------
def map_width
return $game_map.width * 112/20
end
#--------------------------------------------------------------------------
# ? map_height
#--------------------------------------------------------------------------
def map_height
return $game_map.height * 80/15
end
#--------------------------------------------------------------------------
# ? display_x
#--------------------------------------------------------------------------
def display_x
return $game_map.display_x / 128 * 112/20
end
#--------------------------------------------------------------------------
# ? map_height
#--------------------------------------------------------------------------
def display_y
return $game_map.display_y / 128 * 80/15
end
end
#==============================================================================
# ¦ Map_Mini
#------------------------------------------------------------------------------
# Base class for mini maps
# 
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Mini < Map_Base
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize(corner, use_windowskin)
super(corner, use_windowskin)
unless no_map_display?
draw_map
end
end
#--------------------------------------------------------------------------
# ? update
#--------------------------------------------------------------------------
def update
map.src_rect.set(display_x, display_y, width - 16, height - 16)
if @tileset_name != $game_map.tileset_name
@tileset_name = $game_map.tileset_name
unless no_map_display?
map.bitmap.clear
draw_map
end
end
end
#--------------------------------------------------------------------------
# ? draw_map
#--------------------------------------------------------------------------
def draw_map
bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for i in 0...($game_map.width * $game_map.height)
x = i % $game_map.width
y = i / $game_map.width
for level in 0...3
tile_id = $game_map.data[x, y, level]
if tile_id >= 384 
tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
if tile_id >= 48 and tile_id < 384
id = tile_id / 48 - 1
tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
src_rect = Rect.new(32, 64, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end 
end
end
d_rect = Rect.new(0, 0, map_width, map_height)
s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
bitmap.clear
bitmap.dispose
end
end
#==============================================================================
# ¦ Map_Event
#------------------------------------------------------------------------------
# draw the events and hero position
#==============================================================================

class Map_Event < Map_Mini
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize(corner = 4, windowskin = true)
super(corner, windowskin)
@dots = []
end
#--------------------------------------------------------------------------
# ? refresh_dots
#--------------------------------------------------------------------------
def refresh_event_dots
for event in $game_map.events.values
bitmap = nil
x = event.x * map_width / $game_map.width
y = event.y * map_height / $game_map.height
next if event.list == nil
for i in 0...event.list.size
if event.list[i].parameters[0].is_a?(String)
if event.list[i].parameters[0] == "event"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "enemy"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0].include?("teleport")
bitmap = RPG::Cache.picture("teleport")
break
elsif event.list[i].parameters[0] == "chest"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "npc"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "savepoint"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "yuhul"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
else
bitmap = nil
end
end
end
@dots.push([x, y, bitmap])
end
end
#--------------------------------------------------------------------------
# ? refresh_dots
#--------------------------------------------------------------------------
def refresh_player_dot
x = $game_player.x * map_width / $game_map.width
y = $game_player.y * map_height / $game_map.height
bitmap = RPG::Cache.picture("hero")
@dots.push([x, y, bitmap])
end
#--------------------------------------------------------------------------
# ? update
#--------------------------------------------------------------------------
def update
super
@dots.clear
event.bitmap.clear
refresh_event_dots unless no_event_display?
refresh_player_dot unless no_display?
for dot in @dots
unless dot[2] == nil
event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
end
end
event.src_rect.set(display_x, display_y, width - 16, height - 16)
end
end
#==============================================================================
# ¦ Map_Full
#------------------------------------------------------------------------------
# made by squall // squall@loeher.zzn.com
#==============================================================================

class Map_Full
#--------------------------------------------------------------------------
# ? Initialize
#--------------------------------------------------------------------------
def initialize
@dots = []
@teleport_sprites = []
if $game_map.width > $game_map.height
@map_width = 640
@map_height = $game_map.height * @map_width / $game_map.width
if @map_height > 480
@map_height = 480
end
else
@map_height = 480
@map_width = $game_map.width * @map_height / $game_map.height
if @map_width > 640
@map_width = 640
end
end
@map = Sprite.new
@event = Sprite.new
@map.bitmap = Bitmap.new(width, height)
@event.bitmap = Bitmap.new(width, height)
@map.x = @event.x = 320 - width / 2
@map.y = @event.y = 240 - height / 2
draw_map unless no_map_display?
draw_event_dots unless no_event_display?
draw_player_dot unless no_display?
if no_display?
@message = Window_Base.new(0, 208, 640, 64)
message = "the map is not available"
@message.contents = Bitmap.new(608, 32)
@message.contents.font.name = $fontface
@message.contents.font.size = 32
@message.contents.font.color.set(255, 255, 255, 100)
@message.contents.draw_text(-1, -1, 608, 32, message, 1)
@message.contents.draw_text(-1, 1, 608, 32, message, 1)
@message.contents.draw_text(1, -1, 608, 32, message, 1)
@message.contents.draw_text(1, 1, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255, 50)
@message.contents.draw_text(-2, -2, 608, 32, message, 1)
@message.contents.draw_text(-2, 2, 608, 32, message, 1)
@message.contents.draw_text(2, -2, 608, 32, message, 1)
@message.contents.draw_text(2, 2, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255)
@message.contents.draw_text(0, 0, 608, 32, message, 1)
@message.windowskin = nil
end
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_map_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_event_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? display_map?
#--------------------------------------------------------------------------
def no_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]") and event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? dispose
#--------------------------------------------------------------------------
def dispose
for sprite in @teleport_sprites
sprite.dispose
end
@message.dispose if no_display?
@map.bitmap.dispose
@map.dispose
@event.bitmap.dispose
@event.dispose
end
#--------------------------------------------------------------------------
# ? width
#--------------------------------------------------------------------------
def width
return @map_width
end
#--------------------------------------------------------------------------
# ? opacity=
#--------------------------------------------------------------------------
def height
return @map_height
end
#--------------------------------------------------------------------------
# ? draw_map
#--------------------------------------------------------------------------
def draw_map
bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for i in 0...($game_map.width * $game_map.height)
x = i % $game_map.width
y = i / $game_map.width
for level in 0...3
tile_id = $game_map.data[x, y, level]
if tile_id >= 384 
tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
if tile_id >= 48 and tile_id < 384
id = tile_id / 48 - 1
tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
src_rect = Rect.new(32, 64, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end 
end
end
d_rect = Rect.new(0, 0, width, height)
s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
@map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
bitmap.clear
bitmap.dispose
end
#--------------------------------------------------------------------------
# ? refresh_dots
#--------------------------------------------------------------------------
def draw_event_dots
for event in $game_map.events.values
bitmap = nil
x = event.x * width / $game_map.width
y = event.y * height / $game_map.height
next if event.list == nil
for i in 0...event.list.size
if event.list[i].parameters[0].is_a?(String)
if event.list[i].parameters[0] == "event"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "enemy"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0].include?("teleport")
bitmap = RPG::Cache.picture("teleport")
name = event.list[i].parameters[0].dup
name.slice!("teleport, ")
@teleport_sprites.push(new_name_sprite(name, x, y))
break
elsif event.list[i].parameters[0] == "chest"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "npc"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "savepoint"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "yuhul"
bitmap = RPG::Cache.picture(event.list[i].parameters[0])
break
else
bitmap = nil
end
end
end
@dots.push([x, y, bitmap])
end
for dot in @dots
unless dot[2] == nil
@event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
end
end
end
#--------------------------------------------------------------------------
# ? new_name_sprite
#--------------------------------------------------------------------------
def new_name_sprite(name, x, y)
sprite = Sprite.new
sprite.y = y + 240 - height / 2
x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2
bitmap = Bitmap.new(128, 32)
bitmap.font.name, bitmap.font.size = $fontface, 20
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 128, 32, name)
sprite.bitmap = bitmap
return sprite
end
#--------------------------------------------------------------------------
# ? refresh_dots
#--------------------------------------------------------------------------
def draw_player_dot
x = $game_player.x * width / $game_map.width
y = $game_player.y * height / $game_map.height
bitmap = RPG::Cache.picture("hero")
@event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4))
end
end

#==============================================================================
# ¦ Scene_MiniMap
#------------------------------------------------------------------------------
# draw the map full screen
#==============================================================================

class Scene_MiniMap
#--------------------------------------------------------------------------
# ? main
#--------------------------------------------------------------------------
def main
@map = Map_Full.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@map.dispose
end
#--------------------------------------------------------------------------
# ? Update the contents of all five windows on the main menu
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::B) | Input.trigger?(Input::ALT)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
end

#==============================================================================
# ¦ 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
#
# @use_windowskin is whether true or false. true if you want to use the
# the current windowskin for the minimap background.
# or false if you want to use the picture named mapback in your picture folder.
#==============================================================================

class Scene_Map
alias main_minimap main
alias update_minimap update
alias transfer_minimap transfer_player
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize
@corner = 4# 1 or 2 or 3 or 4
@use_windowskin = false # true or false
end
#--------------------------------------------------------------------------
# ? main
#--------------------------------------------------------------------------
def main
@event_map = Map_Event.new(@corner, @use_windowskin)
main_minimap
@event_map.dispose
end
#--------------------------------------------------------------------------
# ? update
#--------------------------------------------------------------------------
def update
@event_map.update
if $game_system.map_interpreter.running?
@event_map.visible = false
else
@event_map.visible = true
end
if Input.trigger?(Input::ALT)
$game_system.se_play($data_system.decision_se)
$scene = Scene_MiniMap.new
return
end
update_minimap
end
#--------------------------------------------------------------------------
# ? transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_minimap
@event_map.dispose
@event_map = Map_Event.new(@corner, @use_windowskin)
end
end

but the way I made my game I was wondering if I could make it not show the 3rd layer.

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in the draw_map method, look for these 2 lines...

 

if tile_id >= 384

 

if tile_id >= 48 and tile_id < 384

 

and change them to...

 

if tile_id >= 384 and level < 2

 

if tile_id >= 48 and tile_id < 384 and level < 2

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What you need to do is

 

go to

class Map_Mini < Map_Base (line 247 I think)

 

then go to

def Draw_Map (line 273 i think)

 

and change

for level in 0...3

to

for level in 0...2

 

and that will only draw the first 2 layers on the mini map...

 

it also seems you have another class, "class Map_Full", which I am assuming is for a larger, full-screen map?

If you want that map to only draw the first 2 layers, find the Draw_Map method within that class (around line 506),

and change

for level in 0...3

to

for level in 0...2

 

EDIT:

I believe the reason brewmeister's solution may not have worked is because there are 2 draw_map methods, 1 for class Map_Mini and 1 for class Map_Full, and you may have changed the wrong one...However with my solution, it should only grab the data for the first 2 layers; rather than grabbing the data for all 3 and only drawing 2...which should save some processing/memory (not sure which one would specifically apply in this case, maybe both)

Edited by kellessdee

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