Roxas he encontrado uno, pero no es compatible, l estoy intentando de arreglar.
Hola soy RedXIII, ¿Me parece que alguien pidió un script de minimapa?, pues aquí teneis el código
[spoiler]
#==============================================================================
# ■ Passability Mini Map
#------------------------------------------------------------------------------
# made by squall // [mail]squall@rmxp.ch[/mail]
# 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 = 26 # 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 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(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 * 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[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
[/spoiler]
Estas instrucciones son de un foro, se trata de cómo hacerlo
Instrucciones:
Coloca el script sobre main.
Para cambiar la esquina en la que aparece el minimapa busca '@corner = 4' y cambia el 4 por la esquina que quieras(Del 1 al 4).
Busca(si quieres modificar) 'ACTIVATED_ID = 1' para cambiar el interruptor que hace que se active o desactive el minimapa.
Instrucciones del mapa(esto deves ponerlo en anotaciones en el evento):
NPC = debes poner -npc
Teletransportadores= -teleport
Puntos d guardado= -savepoint
Enemigos(eventos)= - enemy
eventos y cosas raras(q usen eventos)= - event
cofres= -chest
los recursos q nesesitas son (deven ponerlos en la carpeta de pictures):
Cofre=
Enemigo=
Eventos=
Mapa=
Tiles del minimapa=
Flechas(el personaje)=
NPC=
Puntos de guardado=
Teletransportadores=
ai esta recuerden q los creditos no son mios
Aquí están otras instrucciones:
[spoiler]
En este archivo debes copiar el script de nombre "Passability Mini Map" en el Editor de Scripts (F11) que esta arriva de "Main" y pegarlo entu proyecto arriva de Main...
Para utilizarlo debes activar el interruptor 1 (y para desactivarlo debes desactivar el interruptor 1), claro, si no quieres que sea ese interruptor, modifica la linea 66 de nombre ACTIVATED_ID = 1 y cambia el 1 por el interruptor que deseas activar para que el mapa aparesca.
Las imagenes que debes utilisar (obligatoriamente) estan es la carpeta "Pictures" del proyecto que descargaste....
Para denominar un evento, debes utilizar la opcion "Poner Anotacion", los puedes denominar asi:
[event] = Un evento normal que aparesera en el mini mapa con un punto verde, debes poner [event] en una anotacion para que aparesca en el mini mapa
[enemy] = Un evento enemigo que aparesera en el mini mapa con un punto rojo, debes poner [enemy] en una anotacion para que aparesca en el mini mapa
[npc] = Un evento neutral que aparesera en el mini mapa con un punto negro, debes poner [npc] en una anotacion para que aparesca en el mini mapa
[teleport] = Un evento que sirve para teletransportarte que aparesera en el mini mapa con un punto azul, debes poner [teleport] en una anotacion para que aparesaca en el mini mapa
[chest] = Un evento que sirve como cofre que aparesera en el mini mapa con un punto anaranjado, debes hacer lo mismo que con los demas
[savepoint] = Un evento que sirve como savepoint que aparesera en el mini mapa con un punto verde mas opaco, debes hacer lo mismo que con los demas
[/spoiler]
PD: si alguien descubre como hacerlo funcionar, que haga un tutorial por que lo que no entiendo es lo de irme a evento y luegoponer la anotación, que tengo que anotar?
Teleport o Teletransportacion
PD2: no pongáis eso de Teletransportadores= -teleport por culpa de eso no me aclaro.
Si nosalen las imágenes en el mensaje ya las volveré a poner.
PD3: quiero agradecerle a fede-1508( no es de este foro) por aver creado o encontrado este script [/I][/I][/I][/I][/I][/I]