#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ MiniMap - KGC_MiniMap ◆ VX ◆ #_/ ◇ Last Update: 2008/09/08 ◇ #_/ ◆ Translation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://ytomy.sakura.ne.jp/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script creates a "minimap" of the current area and displays it on the #_/ screen. Note that you may disable the MiniMap on a given map by tagging the #_/ map's name with [NOMAP]. #_/============================================================================ #_/ Install: Insert above KGC_SetAttackElement, if applicable. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module MiniMap # ◆ MiniMap Switch ◆ # Here you may assign an in-game switch number to activate/deactivate the map. MINIMAP_SWITCH_ID = 1 # ◆ MiniMap Display Properties ◆ # Here you may specify the X and Y coordinates as well as the width and height # of the MiniMap. # Format: X Coordinate Y Coordinate Width Height MAP_RECT = Rect.new( 364, 20, 160, 120) # ◆ Map Z Coordinate ◆ # Here you my specify the map's Z coordinate (depth). MAP_Z = 0 # ◆ MiniMap Block Grid Size ◆ # Here you may specify the grid size of the minimap. 3 or more is recommended. GRID_SIZE = 5 # ◆ MiniMap Foreground Color (Passable Space) ◆ # Format: Red, Green, Blue, Grey FOREGROUND_COLOR = Color.new( 224, 224, 255, 160) # ◆ MiniMap Background Color (Not Passable) ◆ # Format: Red, Green, Blue, Grey BACKGROUND_COLOR = Color.new( 0, 0, 160, 160) # ◆ Current Position Marker Color ◆ # Format: Red, Green, Blue, Grey POSITION_COLOR = Color.new( 255, 0, 0, 192) # ◆ Destination Event Marker Color ◆ # To start this effect, the event must have [MOVE] in its name. # Format: Red, Green, Blue, Grey MOVE_EVENT_COLOR = Color.new( 255, 160, 0, 192) # ◆ Custom Objects Colors ◆ # Here you may specify different colors for different types of object markers. # For example, you may have NPCs labeled [OBJ 1] in the event's name, while # monsters labeled at [OBJ 2] and so forth. # Please note that it's possible to add more, after OBJ 3. Just stick with # the format: Color.new(0, 0, 0, 192), # [OBJ 4] OBJECT_COLOR = [ # Format: Red, Green, Blue, Grey Color.new( 0, 160, 0, 192), # [OBJ 1] Color.new( 0, 160, 160, 192), # [OBJ 2] Color.new(160, 0, 160, 192), # [OBJ 3] # Insert additional objects here. ] # <- Do not remove! # ◆ Position Marker Blinking Strength ◆ # Here you may specify how frequently the positional market blinks. # A range of 5 to 8 is recommended. BLINK_LEVEL = 7 end end #=============================================================================# # ★ End Customization ★ # #=============================================================================# #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["MiniMap"] = true if $data_mapinfos == nil $data_mapinfos = load_data("Data/MapInfos.rvdata") end #=================================================# #============================================================================== # □ KGC::MiniMap::Regexp #============================================================================== # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Name Box Tag Strings # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the name box of an event. module KGC::MiniMap module Regexp # ミニマップ非表示 NO_MINIMAP = /\[NOMAP\]/i # 移動イベント MOVE_EVENT = /\[MOVE\]/i # オブジェクト OBJECT = /\[OBJ(?:ECT)?\s*(\d)\]/i end module_function #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh return unless $scene.is_a?(Scene_Map) $scene.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_object return unless $scene.is_a?(Scene_Map) $scene.update_minimap_object end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ KGC::Commands #============================================================================== module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ Show the MiniMap #-------------------------------------------------------------------------- def show_minimap $game_system.minimap_show = true end #-------------------------------------------------------------------------- # ○ Hide the MiniMap #-------------------------------------------------------------------------- def hide_minimap $game_system.minimap_show = false end end end #=================================================# # INCLUDE COMMANDS # #=================================================# # Include KGC::Commands in Game_Interpreter # #=================================================# class Game_Interpreter include KGC::Commands 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 =~ KGC::MiniMap::Regexp::NO_MINIMAP) end #-------------------------------------------------------------------------- # ○ ミニマップ表示 #-------------------------------------------------------------------------- def minimap_show? create_minimap_cache if @__minimap_show == nil return @__minimap_show end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ○ ミニマップ表示フラグ取得 #-------------------------------------------------------------------------- def minimap_show return $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] end #-------------------------------------------------------------------------- # ○ ミニマップ表示フラグ変更 #-------------------------------------------------------------------------- def minimap_show=(value) $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] = value end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ○ ミニマップを表示するか #-------------------------------------------------------------------------- def minimap_show? return $data_mapinfos[map_id].minimap_show? end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # ○ イベント名 #-------------------------------------------------------------------------- def name return @event.name end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Game_MiniMap #------------------------------------------------------------------------------ # ミニマップを扱うクラスです。 #============================================================================== class Game_MiniMap #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(tilemap) @map_rect = KGC::MiniMap::MAP_RECT @grid_size = [KGC::MiniMap::GRID_SIZE, 1].max @x = 0 @y = 0 @size = [@map_rect.width / @grid_size, @map_rect.height / @grid_size] @tilemap = tilemap create_sprites refresh end #-------------------------------------------------------------------------- # ○ スプライト作成 #-------------------------------------------------------------------------- def create_sprites # マップ用スプライト作成 @map_sprite = Sprite.new @map_sprite.x = @map_rect.x @map_sprite.y = @map_rect.y @map_sprite.z = KGC::MiniMap::MAP_Z bitmap_width = $game_map.width * @grid_size + @map_rect.width bitmap_height = $game_map.height * @grid_size + @map_rect.height @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height) @map_sprite.src_rect = @map_rect # オブジェクト用スプライト作成 @object_sprite = Sprite_MiniMapIcon.new @object_sprite.x = @map_rect.x @object_sprite.y = @map_rect.y @object_sprite.z = KGC::MiniMap::MAP_Z + 1 @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height) @object_sprite.src_rect = @map_rect # 現在位置スプライト作成 @position_sprite = Sprite_MiniMapIcon.new @position_sprite.x = @map_rect.x + @size[0] / 2 * @grid_size @position_sprite.y = @map_rect.y + @size[1] / 2 * @grid_size @position_sprite.z = KGC::MiniMap::MAP_Z + 2 bitmap = Bitmap.new(@grid_size, @grid_size) bitmap.fill_rect(bitmap.rect, KGC::MiniMap::POSITION_COLOR) @position_sprite.bitmap = bitmap end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose @map_sprite.bitmap.dispose @map_sprite.dispose @object_sprite.bitmap.dispose @object_sprite.dispose @position_sprite.bitmap.dispose @position_sprite.dispose end #-------------------------------------------------------------------------- # ○ 可視状態取得 #-------------------------------------------------------------------------- def visible return @map_sprite.visible end #-------------------------------------------------------------------------- # ○ 可視状態設定 #-------------------------------------------------------------------------- def visible=(value) @map_sprite.visible = value @object_sprite.visible = value @position_sprite.visible = value end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh draw_map update_object_list draw_object update_position end #-------------------------------------------------------------------------- # ○ マップ描画 #-------------------------------------------------------------------------- def draw_map bitmap = @map_sprite.bitmap bitmap.fill_rect(bitmap.rect, KGC::MiniMap::BACKGROUND_COLOR) rect = Rect.new(0, 0, @grid_size, @grid_size) move_events = $game_map.events.values.find_all { |e| e.name =~ KGC::MiniMap::Regexp::MOVE_EVENT } $game_map.width.times { |i| # X座標 $game_map.height.times { |j| # Y座標 next unless $game_map.passable?(i, j) rect.x = @map_rect.width / 2 + @grid_size * i rect.y = @map_rect.height / 2 + @grid_size * j color = KGC::MiniMap::FOREGROUND_COLOR move_events.each { |e| if e.x == i && e.y == j color = KGC::MiniMap::MOVE_EVENT_COLOR break end } bitmap.fill_rect(rect, color) } } end #-------------------------------------------------------------------------- # ○ オブジェクト一覧更新 #-------------------------------------------------------------------------- def update_object_list @object_list = [] $game_map.events.values.each { |e| if e.name =~ KGC::MiniMap::Regexp::OBJECT type = $1.to_i if @object_list[type] == nil @object_list[type] = [] end @object_list[type] << e 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) mw = @map_rect.width / 2 mh = @map_rect.height / 2 # オブジェクト描画 @object_list.each_with_index { |list, i| color = KGC::MiniMap::OBJECT_COLOR[i - 1] next if list.nil? || color.nil? list.each { |obj| # グラフィックがある場合のみ表示 if obj.character_name != "" || obj.tile_id > 0 rect.x = mw + obj.real_x * @grid_size / 256 rect.y = mh + obj.real_y * @grid_size / 256 bitmap.fill_rect(rect, color) end } } end #-------------------------------------------------------------------------- # ○ 更新 #-------------------------------------------------------------------------- def update draw_object update_position if @map_sprite.visible @map_sprite.update @object_sprite.update @position_sprite.update end end #-------------------------------------------------------------------------- # ○ 位置更新 #-------------------------------------------------------------------------- def update_position sx = $game_player.real_x * @grid_size / 256 sy = $game_player.real_y * @grid_size / 256 @map_sprite.src_rect.x = sx @map_sprite.src_rect.y = sy @object_sprite.src_rect.x = sx @object_sprite.src_rect.y = sy 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 * KGC::MiniMap::BLINK_LEVEL) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map attr_reader :minimap #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_KGC_MiniMap initialize def initialize initialize_KGC_MiniMap create_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ作成 #-------------------------------------------------------------------------- def create_minimap return unless $game_map.minimap_show? @minimap = Game_MiniMap.new(@tilemap) @minimap.visible = $game_system.minimap_show end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias dispose_KGC_MiniMap dispose def dispose dispose_KGC_MiniMap dispose_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ解放 #-------------------------------------------------------------------------- def dispose_minimap @minimap.dispose if @minimap != nil end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_MiniMap update def update update_KGC_MiniMap update_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ更新 #-------------------------------------------------------------------------- def update_minimap return if @minimap == nil if $game_system.minimap_show @minimap.visible = true @minimap.update else @minimap.visible = false end end #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap @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 end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap @spriteset.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_minimap_object @spriteset.update_minimap_object end end