Alguien me puede explicar lo de los interruptores??
Alguien me puede explicar lo de los interruptores??
Rikku, te sirviò el script de nadar que dejè?
si no habla, que hay màs.
a todo esto y por si a alguien le interesa, solucionado el problema de versiones gracias a RMXP V 2.0.release 3
Ahora, Alguien tiene por ahi un egine, script o lo que sea para mostrar un mapa en una esquina de la pantalla? un mapa del "mapa" en el que el personaje se encuentra y marque los eventos de teletransporte (puertas) y quizà a los enemigos...aparte, claro, del terreno... lo agradecerìa mucho! que encontrè uno pero no trae ningùn tipo de explicacion y creo que le faltan las imàgenes...
Descripción:
Crea un minimapa en una de las esquinas de la pantalla, con multitud de detalles.
Demo:
Descarga desde RAPIDSHARE
Descarga desde MEGAUPLOAD
Descarga desde MEDIAFIRE
Descarga desde zSHARE
Descarga desde SAVEFILE
Recursos necesarios:
Todos deben ir en la carpeta Pictures:
chest:
enemy:
event:
mapback:
minimap_tiles:
mm cursors:
npc:
savepoint:
teleport:
Script:Código:#============================================================================== # ■ Passability Mini Map #------------------------------------------------------------------------------ # made by squall // [email protected] # 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 = 1 # 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 [email protected] for x in [email protected] 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[i].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
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 y modifica 'ACTIVATED_ID = 1' para cambiar el interruptor que hará que se active o desactive el minimapa.
+ En este script, pueden salir en el minimapa:
-npc (Pon una anotación en el evento que sea: -npc)
-teletransportes (Pones -teleport)
-puntos de guardado (-savepoint)
-enemigos (-enemy)
-eventos y cosas raras xDD (-event)
Crédito:
Script creado por: squall
me gustaria saber como hago para poner los enemigos pero para que no aparezca la lucha por turnos?