Passability Mini Map é um script desenvolvido por Squall para o RPG Maker XP que implementa um mini-mapa em um dos cantos da tela principal do game/projeto, desenvolvido nesta ferramenta, relativamente detalhado.
O script é de fácil instalação e pode ser personalizado, dependendo onde você quer que o mini-mapa apareça, bastando editar a linha: @corner = 4 # 1 or 2 or 3 or 4
do script (veja as instruções nos comentários do código).
E você pode atribuir cores diferentes para cada tipo de evento, bastando inserir um comentário em cada (veja na demo para ter uma ideia melhor):
Para instalar o script, basta adicionar o código abaixo acima do Main:
#============================================================================== # ■ Passability Mini Map #------------------------------------------------------------------------------ # made by squall // squall@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 = 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 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[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
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