RPG Maker: Questions, Answers, and everything in-between.
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Re: RPG Maker: Questions, Answers, and everything in-between.
There are specific tiles in the game that are already animated. I think its in the A or B section, top portion.
Re: RPG Maker: Questions, Answers, and everything in-between.
I used those, but they remain static.-Mazer wrote:There are specific tiles in the game that are already animated. I think its in the A or B section, top portion.
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
I am trying to set it so that one of my actors starts with a specific armor I have made (#76. Guild Cloak-Body) But when I click on the
body section in the actors tab, it only goes through the first 35 body armors. Is there a way around this? Or do I need to imprint the same stats for the cloak onto one of the first 35?
body section in the actors tab, it only goes through the first 35 body armors. Is there a way around this? Or do I need to imprint the same stats for the cloak onto one of the first 35?
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
I think I have it now...
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
I love and Hate trial and error...
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
Koenig wrote:I am trying to set it so that one of my actors starts with a specific armor I have made (#76. Guild Cloak-Body) But when I click on the
body section in the actors tab, it only goes through the first 35 body armors. Is there a way around this? Or do I need to imprint the same stats for the cloak onto one of the first 35?
Are you at home right now?
Re: RPG Maker: Questions, Answers, and everything in-between.
I am, but my friend is over (for the first time in 6 months)
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
I have a working set of shops now. On to tutorial V.
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
How to you import image files into the game? Likewise can you submit your own, or do they have the be in a larger set?
(Not going to try it just yet, but I am curious)
(Not going to try it just yet, but I am curious)
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
What kind of image files are you talking about? For what purpose
Re: RPG Maker: Questions, Answers, and everything in-between.
Right now I am thinking character faces for chat sequences.
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
Save the files in the FACES folder. Make sure they fit the dimensions.
also
Recreated the entire 1st level to Mario. You can jump over pipes hit blocks to get coins, and items...
also
Recreated the entire 1st level to Mario. You can jump over pipes hit blocks to get coins, and items...
Re: RPG Maker: Questions, Answers, and everything in-between.
That is awesome. Also: What are the required dimensions and file type for the face files?
ALSO: Video Chat?
ALSO: Video Chat?
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
signing onto my WiiU now. I got a good 30 minutes to kill.
Re: RPG Maker: Questions, Answers, and everything in-between.
Disconnect is evil.
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
- Windows:
- # define a loot type
module RPG
class Item
def load_notetags1
# search for the specific string using regex
res = self.note.match(/<book_type>/)
# just make it 2
if res
@itype_id = 2
end
# don't check anymore in the future
@book_checked = true
end
# is this a loot item?
def book_item?
# since RPG objects are not initialized we need to explicitly check it
load_notetags1 unless @book_checked
@itype_id == 2
end
end
end
# add new category
class Window_ItemCategory
def col_max
return 6
end
def make_command_list
add_command(Vocab::item, :item)
add_command(Vocab::weapon, :weapon)
add_command(Vocab::armor, :armor)
add_command("Key Item", :key_item)
add_command("Books", :book)
add_command("Badges", :badge)
end
end
# add new case for your category
class Window_ItemList < Window_Selectable
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item? && !item.book_item? && !item.badge_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item? && !item.badge_item? && !item.book_item?
when :book
item.is_a?(RPG::Item) && item.book_item? && !item.badge_item?
when :badge
item.is_a?(RPG::Item) && item.badge_item? && !item.book_item? && !item.key_item?
else
false
end
end
end
Last edited by -Mazer on Sat Jul 13, 2013 6:46 pm; edited 1 time in total
Re: RPG Maker: Questions, Answers, and everything in-between.
- Here:
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ Minimap - KMS_MiniMap ◆ VXAce ◆
#_/ ◇ Last update : 2012/02/12 (TOMY@Kamesoft) ◇
#_/ ◇ Website: http://ytomy.sakura.ne.jp/ ◇
#_/ ◇ Translated by Mr. Bubble ◇
#_/----------------------------------------------------------------------------
#_/ Createts a minimap HUD based off the passability settings of the map.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
# This script is plug-and-play, but various customization options are available.
#----------------------------------------------------------------------------
# Map Notetags
#----------------------------------------------------------------------------
# Notetags are added to "Notes" boxes. Right-click a map and select
# Map Properties to find the "Notes" box for maps.
#
# <minimap hide>
# Completely disables the minimap on a specific map. [NOMAP] can also be
# added to the beginning of map names for the same effect.
#----------------------------------------------------------------------------
# Event Comment Tags
#----------------------------------------------------------------------------
# Since events do not have noteboxes, comment tags are used instead. Open the
# event, create a new event command, go to Tab 1, and click the "Comment..."
# event command. A box will open up allowing you to enter tags.
#
# <minimap wall>
# Add this tag to an event's comment to change its minimap color to the
# same as an impassable tile.
#
# <minimap move>
# Add this tag to an event's comment to have them blink in the minimap.
#
# <minimap obj n>
# Add this tag to an event's comment to have them blink in the minimap with
# a specified color where n is the OBJ value defined in OBJECT_COLOR which
# is found in the customization module below.
#----------------------------------------------------------------------------
# Script Calls
#----------------------------------------------------------------------------
# Script calls are used in "Script..." event commands located under Tab 3.
#
# hide_minimap
# Use this script call to hide the minimap on command.
#
# show_minimap
# Use this script call to show the minimap on command.
#
# refresh_minimap
# Use this script call to refresh the minimap.
#
# update_minimap_object
# Use this script call to refresh objects on the minimap such as events.
#----------------------------------------------------------------------------
# Script Calls : Conditional Branches
#----------------------------------------------------------------------------
# The following script calls can be used in Conditional Branches.
#
# minimap_showing?
# Determines if the minimap is currently showing/hidden.
#----------------------------------------------------------------------------
# Usage Notes
#----------------------------------------------------------------------------
# Impassable events will not appear as the correct color in the minimap.
# This effect is intended. If you want an event to appear as impassable
# on the minimap, add the tag <minimap wall> to an event's comment.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ BEGIN Setting ★
#==============================================================================
module KMS_MiniMap
# * Minimap Display Toggle Button
# Set to nil to disable this function
SWITCH_BUTTON = :Z
# * Minimap Size and Position (x, y, width, height)
MAP_RECT = Rect.new(380, 20, 116, 120)
# * Minimap z-layer Priority
# Glitchy if this value is set too high
MAP_Z = 0
# * Minimap Grid Size
# A size of 3 or higher is recommended
GRID_SIZE = 5
# * Mini-Map Color Settings
# Color.new(red, green, blue, opacity)
FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Foreground (passable)
BACKGROUND_COLOR = Color.new( 0, 0, 160, 160) # Background (not passable)
POSITION_COLOR = Color.new(255, 0, 0, 192) # Current Position color
MOVE_EVENT_COLOR = Color.new(255, 160, 0, 192) # Moving event color
VEHICLE_COLOR = Color.new( 96, 128, 0, 192) # Vehicle color
# * Object Color Presets
# Create custom color presets for events tagged with the
# corresponding OBJ tag
OBJECT_COLOR = [
# Color.new(red, green, blue, opacity)
Color.new( 0, 128, 0, 192), # OBJ 1
Color.new( 0, 160, 160, 192), # OBJ 2
Color.new(160, 0, 160, 192), # OBJ 3
Color.new( 0, 255 , 0, 192), # OBJ 4
Color.new(255, 255, 0, 192), # OBJ 5 Quests
# More color presets may be added in this array where OBJ number is
# determined by the position in the list (OBJ 4, OBJ 5, etc.)
] # <- Do not delete this line
# * Minimap Blinking Frequency
# Values 5~8 are recommended
BLINK_LEVEL = 0
# * Minimap Cache Setting
# This script creates a cache for each map. If the number of cached
# maps exceed CACHE_NUM, oldest cached maps are deleted.
CACHE_NUM = 10
end
#==============================================================================
# ☆ END Setting ☆
#==============================================================================
$kms_imported = {} if $kms_imported == nil
$kms_imported["MiniMap"] = true
module KMS_MiniMap
# ミニマップ非表示
REGEX_NO_MINIMAP_NOTE = /<(?:ミニマップ|MINIMAP)\s*(?:非表示|HIDE)>/i
REGEX_NO_MINIMAP_NAME = /\[NOMAP\]/i
# 障害物
REGEX_WALL_EVENT = /<(?:ミニマップ|MINIMAP)\s*(?:壁|障害物|WALL)>/i
# 移動イベント
REGEX_MOVE_EVENT = /<(?:ミニマップ|MINIMAP)\s*(?:移動|MOVE)>/i
# オブジェクト
REGEX_OBJECT = /<(?:ミニマップ|MINIMAP)\s+OBJ(?:ECT)?\s*(\d+)>/i
end
# *****************************************************************************
#==============================================================================
# □ KMS_Commands
#==============================================================================
module KMS_Commands
module_function
#--------------------------------------------------------------------------
# ○ ミニマップを表示
#--------------------------------------------------------------------------
def show_minimap
$game_temp.minimap_manual_visible = true
$game_system.minimap_show = true
end
#--------------------------------------------------------------------------
# ○ ミニマップを隠す
#--------------------------------------------------------------------------
def hide_minimap
$game_system.minimap_show = false
end
#--------------------------------------------------------------------------
# ○ ミニマップ表示状態の取得
#--------------------------------------------------------------------------
def minimap_showing?
return $game_system.minimap_show
end
#--------------------------------------------------------------------------
# ○ ミニマップをリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
return unless SceneManager.scene_is?(Scene_Map)
$game_map.refresh if $game_map.need_refresh
SceneManager.scene.refresh_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
return unless SceneManager.scene_is?(Scene_Map)
$game_map.refresh if $game_map.need_refresh
SceneManager.scene.update_minimap_object
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
# イベントコマンドから直接コマンドを叩けるようにする
include KMS_Commands
end
#==============================================================================
# ■ RPG::Map
#==============================================================================
class RPG::Map
#--------------------------------------------------------------------------
# ○ ミニマップのキャッシュ生成
#--------------------------------------------------------------------------
def create_minimap_cache
@__minimap_show = true
note.each_line { |line|
if line =~ KMS_MiniMap::REGEX_NO_MINIMAP_NOTE # マップ非表示
@__minimap_show = false
end
}
end
#--------------------------------------------------------------------------
# ○ ミニマップ表示
#--------------------------------------------------------------------------
def minimap_show?
create_minimap_cache if @__minimap_show.nil?
return @__minimap_show
end
end
#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
#--------------------------------------------------------------------------
# ● マップ名取得
#--------------------------------------------------------------------------
def name
return @name.gsub(/\[.*\]/) { "" }
end
#--------------------------------------------------------------------------
# ○ オリジナルマップ名取得
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ○ ミニマップのキャッシュ生成
#--------------------------------------------------------------------------
def create_minimap_cache
@__minimap_show = !(@name =~ KMS_MiniMap::REGEX_NO_MINIMAP_NAME)
end
#--------------------------------------------------------------------------
# ○ ミニマップ表示
#--------------------------------------------------------------------------
def minimap_show?
create_minimap_cache if @__minimap_show == nil
return @__minimap_show
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :minimap_manual_visible # ミニマップ手動表示切り替えフラグ
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KMS_MiniMap initialize
def initialize
initialize_KMS_MiniMap
@minimap_manual_visible = true
end
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :minimap_show # ミニマップ表示フラグ
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KMS_MiniMap initialize
def initialize
initialize_KMS_MiniMap
@minimap_show = true
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
MINIMAP_FADE_NONE = 0 # ミニマップ フェードなし
MINIMAP_FADE_IN = 1 # ミニマップ フェードイン
MINIMAP_FADE_OUT = 2 # ミニマップ フェードアウト
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :minimap_fade
#--------------------------------------------------------------------------
# ○ ミニマップを表示するか
#--------------------------------------------------------------------------
def minimap_show?
return $data_mapinfos[map_id].minimap_show? && @map.minimap_show?
end
#--------------------------------------------------------------------------
# ○ ミニマップをフェードイン
#--------------------------------------------------------------------------
def fadein_minimap
@minimap_fade = MINIMAP_FADE_IN
end
#--------------------------------------------------------------------------
# ○ ミニマップをフェードアウト
#--------------------------------------------------------------------------
def fadeout_minimap
@minimap_fade = MINIMAP_FADE_OUT
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias refresh_KMS_MiniMap refresh
def refresh
refresh_KMS_MiniMap
SceneManager.scene.refresh_minimap if SceneManager.scene_is?(Scene_Map)
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ○ ミニマップ用のキャッシュを作成
#--------------------------------------------------------------------------
def __create_minimap_cache
@__last_page = @page
@__minimap_wall_event = false
@__minimap_move_event = false
@__minimap_object_type = -1
return if @page.nil?
@page.list.each { |cmd|
# 注釈以外に到達したら離脱
break unless [108, 408].include?(cmd.code)
# 正規表現判定
case cmd.parameters[0]
when KMS_MiniMap::REGEX_WALL_EVENT
@__minimap_wall_event = true
when KMS_MiniMap::REGEX_MOVE_EVENT
@__minimap_move_event = true
when KMS_MiniMap::REGEX_OBJECT
@__minimap_object_type = $1.to_i
end
}
end
private :__create_minimap_cache
#--------------------------------------------------------------------------
# ○ グラフィックがあるか
#--------------------------------------------------------------------------
def graphic_exist?
return (character_name != "" || tile_id > 0)
end
#--------------------------------------------------------------------------
# ○ 障害物か
#--------------------------------------------------------------------------
def is_minimap_wall_event?
if @__minimap_wall_event.nil? || @__last_page != @page
__create_minimap_cache
end
return @__minimap_wall_event
end
#--------------------------------------------------------------------------
# ○ 移動イベントか
#--------------------------------------------------------------------------
def is_minimap_move_event?
if @__minimap_move_event.nil? || @__last_page != @page
__create_minimap_cache
end
return @__minimap_move_event
end
#--------------------------------------------------------------------------
# ○ ミニマップオブジェクトか
#--------------------------------------------------------------------------
def is_minimap_object?
if @__minimap_object_type.nil? || @__last_page != @page
__create_minimap_cache
end
return @__minimap_object_type > 0
end
#--------------------------------------------------------------------------
# ○ ミニマップオブジェクトタイプ
#--------------------------------------------------------------------------
def minimap_object_type
if @__minimap_object_type.nil? || @__last_page != @page
__create_minimap_cache
end
return @__minimap_object_type
end
end
#==============================================================================
# □ Game_MiniMap
#------------------------------------------------------------------------------
# ミニマップを扱うクラスです。
#==============================================================================
class Game_MiniMap
#--------------------------------------------------------------------------
# ○ 構造体
#--------------------------------------------------------------------------
Point = Struct.new(, :y)
Size = Struct.new(:width, :height)
PassageCache = Struct.new(:map_id, :table, :scan_table)
#--------------------------------------------------------------------------
# ○ クラス変数
#--------------------------------------------------------------------------
@@passage_cache = [] # 通行フラグテーブルキャッシュ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(tilemap)
@map_rect = KMS_MiniMap::MAP_RECT
@grid_size = [KMS_MiniMapGRID_SIZE, 1].max
@x = 0
@y = 0
@grid_num = Point.new(
(@map_rect.width + @grid_size - 1) / @grid_size,
(@map_rect.height + @grid_size - 1) / @grid_size
)
@draw_grid_num = Point.new(@grid_num.x + 2, @grid_num.y + 2)
@draw_range_begin = Point.new(0, 0)
@draw_range_end = Point.new(0, 0)
@tilemap = tilemap
@last_x = $game_player.x
@last_y = $game_player.y
@showing = false
@hiding = false
create_sprites
refresh
unless $game_temp.minimap_manual_visible
self.opacity = 0
end
end
#--------------------------------------------------------------------------
# ○ スプライト作成
#--------------------------------------------------------------------------
def create_sprites
@viewport = Viewport.new(@map_rect)
@viewport.z = KMS_MiniMap::MAP_Z
# ビットマップサイズ計算
@bmp_size = Size.new(
(@grid_num.x + 2) * @grid_size,
(@grid_num.y + 2) * @grid_size
)
@buf_bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# マップ用スプライト作成
@map_sprite = Sprite.new(@viewport)
@map_sprite.x = -@grid_size
@map_sprite.y = -@grid_size
@map_sprite.z = 0
@map_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# オブジェクト用スプライト作成
@object_sprite = Sprite_MiniMapIcon.new(@viewport)
@object_sprite.x = -@grid_size
@object_sprite.y = -@grid_size
@object_sprite.z = 1
@object_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
# 現在位置スプライト作成
@position_sprite = Sprite_MiniMapIcon.new
@position_sprite.x = @map_rect.x + @grid_num.x / 2 * @grid_size
@position_sprite.y = @map_rect.y + @grid_num.y / 2 * @grid_size
@position_sprite.z = @viewport.z + 2
bitmap = Bitmap.new(@grid_size, @grid_size)
bitmap.fill_rect(bitmap.rect, KMS_MiniMap::POSITION_COLOR)
@position_sprite.bitmap = bitmap
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
@buf_bitmap.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
@viewport.dispose
end
#--------------------------------------------------------------------------
# ○ 可視状態取得
#--------------------------------------------------------------------------
def visible
return @map_sprite.visible
end
#--------------------------------------------------------------------------
# ○ 可視状態設定
#--------------------------------------------------------------------------
def visible=(value)
@viewport.visible = value
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
end
#--------------------------------------------------------------------------
# ○ 不透明度取得
#--------------------------------------------------------------------------
def opacity
return @map_sprite.opacity
end
#--------------------------------------------------------------------------
# ○ 不透明度設定
#--------------------------------------------------------------------------
def opacity=(value)
@map_sprite.opacity = value
@object_sprite.opacity = value
@position_sprite.opacity = value
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
update_draw_range
update_passage_table
update_object_list
update_position
draw_map
draw_object
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# ○ フェードイン
#--------------------------------------------------------------------------
def fadein
@showing = true
@hiding = false
end
#--------------------------------------------------------------------------
# ○ フェードアウト
#--------------------------------------------------------------------------
def fadeout
@showing = false
@hiding = true
end
#--------------------------------------------------------------------------
# ○ キー入力更新
#--------------------------------------------------------------------------
def update_input
return if KMS_MiniMap::SWITCH_BUTTON.nil?
if Input.trigger?(KMS_MiniMap::SWITCH_BUTTON)
if opacity < 255 && !@showing
$game_temp.minimap_manual_visible = true
fadein
elsif opacity > 0 && !@hiding
$game_temp.minimap_manual_visible = false
fadeout
end
end
end
#--------------------------------------------------------------------------
# ○ 描画範囲更新
#--------------------------------------------------------------------------
def update_draw_range
range = []
(2).times { |i| range[i] = @draw_grid_num[i] / 2 }
@draw_range_begin.x = $game_player.x - range[0]
@draw_range_begin.y = $game_player.y - range[1]
@draw_range_end.x = $game_player.x + range[0]
@draw_range_end.y = $game_player.y + range[1]
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブル更新
#--------------------------------------------------------------------------
def update_passage_table
cache = get_passage_table_cache
@passage_table = cache.table
@passage_scan_table = cache.scan_table
update_around_passage_table
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルのキャッシュを取得
#--------------------------------------------------------------------------
def get_passage_table_cache
map_id = $game_map.map_id
cache = @@passage_cache.find { |c| c.map_id == map_id }
# キャッシュミスしたら新規作成
if cache == nil
cache = PassageCache.new(map_id)
cache.table = Table.new($game_map.width, $game_map.height)
cache.scan_table = Table.new(
($game_map.width + @draw_grid_num.x - 1) / @draw_grid_num.x,
($game_map.height + @draw_grid_num.y - 1) / @draw_grid_num.y
)
end
# 直近のキャッシュは先頭に移動し、古いキャッシュは削除
@@passage_cache.unshift(cache)
@@passage_cache.delete_at(KMS_MiniMap::CACHE_NUM)
return cache
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルのキャッシュをクリア
#--------------------------------------------------------------------------
def clear_passage_table_cache
return if @passage_scan_table == nil
table = @passage_scan_table
@passage_scan_table = Table.new(table.xsize, table.ysize)
end
#--------------------------------------------------------------------------
# ○ 通行可否テーブルの探索
# x, y : 探索位置
#--------------------------------------------------------------------------
def scan_passage(x, y)
dx = x / @draw_grid_num.x
dy = y / @draw_grid_num.y
# 探索済み
return if @passage_scan_table[dx, dy] == 1
# マップ範囲外
return unless dx.between?(0, @passage_scan_table.xsize - 1)
return unless dy.between?(0, @passage_scan_table.ysize - 1)
rx = (dx * @draw_grid_num.x)...((dx + 1) * @draw_grid_num.x)
ry = (dy * @draw_grid_num.y)...((dy + 1) * @draw_grid_num.y)
mw = $game_map.width - 1
mh = $game_map.height - 1
# 探索範囲内の通行テーブルを生成
rx.each { |x|
next unless x.between?(0, mw)
ry.each { |y|
next unless y.between?(0, mh)
# 通行方向フラグ作成
# (↓、←、→、↑ の順に 1, 2, 4, 8 が対応)
flag = 0
[2, 4, 6, 8].each{ |d|
flag |= 1 << (d / 2 - 1) if $game_map.passable?(x, y, d)
}
@passage_table[x, y] = flag
}
}
@passage_scan_table[dx, dy] = 1
end
#--------------------------------------------------------------------------
# ○ 周辺の通行可否テーブル更新
#--------------------------------------------------------------------------
def update_around_passage_table
gx = @draw_grid_num.x
gy = @draw_grid_num.y
dx = $game_player.x - gx / 2
dy = $game_player.y - gy / 2
scan_passage(dx, dy)
scan_passage(dx + gx, dy)
scan_passage(dx, dy + gy)
scan_passage(dx + gx, dy + gy)
end
#--------------------------------------------------------------------------
# ○ オブジェクト一覧更新
#--------------------------------------------------------------------------
def update_object_list
events = $game_map.events.values
# WALL
@wall_events = events.find_all { |e| e.is_minimap_wall_event? }
# MOVE
@move_events = events.find_all { |e| e.is_minimap_move_event? }
# OBJ
@object_list = events.find_all { |e| e.is_minimap_object? }
end
#--------------------------------------------------------------------------
# ○ 位置更新
#--------------------------------------------------------------------------
def update_position
# 移動量算出
pt = Point.new($game_player.x, $game_player.y)
ox = ($game_player.real_x - pt.x) * @grid_size
oy = ($game_player.real_y - pt.y) * @grid_size
@viewport.ox = ox
@viewport.oy = oy
# 移動していたらマップ再描画
if pt.x != @last_x || pt.y != @last_y
draw_map
@last_x = pt.x
@last_y = pt.y
end
end
#--------------------------------------------------------------------------
# ○ 描画範囲内判定
#--------------------------------------------------------------------------
def in_draw_range?(x, y)
rb = @draw_range_begin
re = @draw_range_end
return (x.between?(rb.x, re.x) && y.between?(rb.y, re.y))
end
#--------------------------------------------------------------------------
# ○ マップ範囲内判定
#--------------------------------------------------------------------------
def in_map_range?(x, y)
mw = $game_map.width
mh = $game_map.height
return (x.between?(0, mw - 1) && y.between?(0, mh - 1))
end
#--------------------------------------------------------------------------
# ○ マップ描画
#--------------------------------------------------------------------------
def draw_map
update_around_passage_table
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, KMS_MiniMap::BACKGROUND_COLOR)
draw_map_foreground(bitmap)
draw_map_move_event(bitmap)
end
#--------------------------------------------------------------------------
# ○ 通行可能領域の描画
#--------------------------------------------------------------------------
def draw_map_foreground(bitmap)
range_x = (@draw_range_begin.x)..(@draw_range_end.x)
range_y = (@draw_range_begin.y)..(@draw_range_end.y)
map_w = $game_map.width - 1
map_h = $game_map.height - 1
rect = Rect.new(0, 0, @grid_size, @grid_size)
range_x.each { |x|
next unless x.between?(0, map_w)
range_y.each { |y|
next unless y.between?(0, map_h)
next if @passage_table[x, y] == 0
next if @wall_events.find { |e| e.x == x && e.y == y } # 壁
# グリッド描画サイズ算出
rect.set(0, 0, @grid_size, @grid_size)
rect.x = (x - @draw_range_begin.x) * @grid_size
rect.y = (y - @draw_range_begin.y) * @grid_size
flag = @passage_table[x, y]
if flag & 0x01 == 0 # 下通行不能
rect.height -= 1
end
if flag & 0x02 == 0 # 左通行不能
rect.x += 1
rect.width -= 1
end
if flag & 0x04 == 0 # 右通行不能
rect.width -= 1
end
if flag & 0x08 == 0 # 上通行不能
rect.y += 1
rect.height -= 1
end
bitmap.fill_rect(rect, KMS_MiniMap::FOREGROUND_COLOR)
}
}
end
#--------------------------------------------------------------------------
# ○ 移動イベントの描画
#--------------------------------------------------------------------------
def draw_map_move_event(bitmap)
rect = Rect.new(0, 0, @grid_size, @grid_size)
@move_events.each { |e|
rect.x = (e.x - @draw_range_begin.x) * @grid_size
rect.y = (e.y - @draw_range_begin.y) * @grid_size
bitmap.fill_rect(rect, KMS_MiniMap::MOVE_EVENT_COLOR)
}
end
#--------------------------------------------------------------------------
# ○ アニメーション更新
#--------------------------------------------------------------------------
def update_animation
if @showing
# フェードイン
self.opacity += 16
if opacity == 255
@showing = false
end
elsif @hiding
# フェードアウト
self.opacity -= 16
if opacity == 0
@hiding = false
end
end
end
#--------------------------------------------------------------------------
# ○ オブジェクト描画
#--------------------------------------------------------------------------
def draw_object
# 下準備
bitmap = @object_sprite.bitmap
bitmap.clear
rect = Rect.new(0, 0, @grid_size, @grid_size)
# オブジェクト描画
@object_list.each { |obj|
next unless in_draw_range?(obj.x, obj.y)
color = KMS_MiniMap::OBJECT_COLOR[obj.minimap_object_type - 1]
next if color.nil?
rect.x = (obj.real_x - @draw_range_begin.x) * @grid_size
rect.y = (obj.real_y - @draw_range_begin.y) * @grid_size
bitmap.fill_rect(rect, color)
}
# 乗り物描画
$game_map.vehicles.each { |vehicle|
next if vehicle.transparent
rect.x = (vehicle.real_x - @draw_range_begin.x) * @grid_size
rect.y = (vehicle.real_y - @draw_range_begin.y) * @grid_size
bitmap.fill_rect(rect, KMS_MiniMap::VEHICLE_COLOR)
}
end
#--------------------------------------------------------------------------
# ○ 更新
#--------------------------------------------------------------------------
def update
update_input
return unless need_update?
update_draw_range
update_position
update_animation
draw_object
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
#--------------------------------------------------------------------------
# ○ 更新判定
#--------------------------------------------------------------------------
def need_update?
return (visible && opacity > 0) || @showing || @hiding
end
end
#==============================================================================
# □ Sprite_MiniMapIcon
#------------------------------------------------------------------------------
# ミニマップ用アイコンのクラスです。
#==============================================================================
class Sprite_MiniMapIcon < Sprite
DURATION_MAX = 60
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@duration = DURATION_MAX / 2
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
@duration += 1
if @duration == DURATION_MAX
@duration = 0
end
update_effect
end
#--------------------------------------------------------------------------
# ○ エフェクトの更新
#--------------------------------------------------------------------------
def update_effect
self.color.set(255, 255, 255,
(@duration - DURATION_MAX / 2).abs * KMS_MiniMap::BLINK_LEVEL
)
end
end
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
attr_reader :minimap
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KMS_MiniMap initialize
def initialize
initialize_KMS_MiniMap
create_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップの作成
#--------------------------------------------------------------------------
def create_minimap
@minimap = Game_MiniMap.new(@tilemap)
@minimap.visible = $game_system.minimap_show && $game_map.minimap_show?
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_KMS_MiniMap dispose
def dispose
dispose_KMS_MiniMap
dispose_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップの解放
#--------------------------------------------------------------------------
def dispose_minimap
@minimap.dispose
@minimap = nil
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KMS_MiniMap update
def update
update_KMS_MiniMap
update_minimap
end
#--------------------------------------------------------------------------
# ○ ミニマップ更新
#--------------------------------------------------------------------------
def minimap_show?
return $game_map.minimap_show? && $game_system.minimap_show
end
#--------------------------------------------------------------------------
# ○ ミニマップ更新
#--------------------------------------------------------------------------
def update_minimap
return if @minimap.nil?
# 表示切替
if minimap_show?
@minimap.visible = true
else
@minimap.visible = false
return
end
# フェード判定
case $game_map.minimap_fade
when Game_Map::MINIMAP_FADE_IN
@minimap.fadein
$game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE
when Game_Map::MINIMAP_FADE_OUT
@minimap.fadeout
$game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE
end
@minimap.update
end
#--------------------------------------------------------------------------
# ○ ミニマップ全体をリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
return if @minimap.nil?
@minimap.clear_passage_table_cache
@minimap.refresh
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
@minimap.update_object_list unless @minimap.nil?
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 場所移動後の処理
#--------------------------------------------------------------------------
alias post_transfer_KMS_MiniMap post_transfer
def post_transfer
refresh_minimap
post_transfer_KMS_MiniMap
end
#--------------------------------------------------------------------------
# ○ ミニマップ全体をリフレッシュ
#--------------------------------------------------------------------------
def refresh_minimap
@spriteset.refresh_minimap unless @spriteset.nil?
end
#--------------------------------------------------------------------------
# ○ ミニマップのオブジェクトを更新
#--------------------------------------------------------------------------
def update_minimap_object
@spriteset.update_minimap_object unless @spriteset.nil?
end
end
Last edited by -Mazer on Sat Jul 13, 2013 6:32 pm; edited 1 time in total
Re: RPG Maker: Questions, Answers, and everything in-between.
So apparently walking away from my gamepad causes it to disconnect >_>
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
Re: RPG Maker: Questions, Answers, and everything in-between.
so it would seem
I am trying to find out why your audio drops so much. I dunno if its my end or yours.
I am trying to find out why your audio drops so much. I dunno if its my end or yours.
Re: RPG Maker: Questions, Answers, and everything in-between.
LOL. Just walking through my doorway kills the connection.
Koenig- Posts : 4424
Bounty : 19
Join date : 2012-12-10
Age : 30
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