VX 스크립트

예제가 있으니 한번 봐주시는게 좋을 듯 하네요.

#===============================================================
# ● [VX] ◦ MiniMap ◦ □
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 09/06/2008
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------

module MiniMap
  #===========================================================================
  # [START] MINIMAP SCRIPT SETUP PART
  #---------------------------------------------------------------------------
  SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap
   
  MAP_RECT = [410, 20, 100, 100] # Minimap size and position
  # [X, Y, Width, Height]
  # You can change it in game, by call script:
  # $game_system.minimap = [X, Y, Width, Height]

  MAP_Z = 0 # Minimap's Z-coordinate
  # Increase this number if there is problem that minimap show below some objects.

  GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.
 
  MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
  # Color.new(Red, Green, Blue, Opacity)
  MINIMAP_BORDER_SIZE = 2 # Minimap's border size
 
  FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
  BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color

  USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
  PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
  USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
  EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color
 
  PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
  #---------------------------------------------------------------------------

  OBJECT_COLOR = {} # Don't change or delete this line!
  #===============================================================
  # * SETUP EVENT KEYWORD & COLOR
  #---------------------------------------------------------------
  # ** Template:
  # OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
  #-------------------------------------------------------------
  # * 'keyword': Word you want to put in event's comment to show this color
  # ** Note: 'keyword' is CASE SENSITIVE!
  # * Color.new(...): Color you want
  # You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
  #-------------------------------------------------------------
  OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
  OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
  OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
  OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)
 
  #===========================================================================
  # * [OPTIONAL] TAGS:
  #---------------------------------------------------------------------------
  # Change keyword for disable minimap & keyword for show event on minimap~
  #-----------------------------------------------------------------------
  TAG_NO_MINIMAP = '[NOMAP]' # Tag for disable minimap
  TAG_EVENT = 'MMEV' # Tag for show event on minimap
  #---------------------------------------------------------------------------

  #---------------------------------------------------------------------------
  # [END] MINIMAP SCRIPT SETUP PART
  #===========================================================================
 
  def self.refresh
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.refresh
    end
  end
 
  def self.update_object
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.update_object_list
    end
  end
end

#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/[.*]/) { }
  end

  def original_name
    return @name
  end

  def show_minimap?
    return !@name.include?(MiniMap::TAG_NO_MINIMAP)
  end
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  attr_accessor :minimap
  alias wora_minimap_gamsys_ini initialize
 
  def initialize
    wora_minimap_gamsys_ini
    @minimap = MiniMap::MAP_RECT
  end
 
  def show_minimap
    return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
  end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
  alias wora_minimap_gammap_setup setup
  def setup(map_id)
    wora_minimap_gammap_setup(map_id)
    @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
    @map_info = @db_info[map_id]
  end
 
  def show_minimap?
    return @map_info.show_minimap?
  end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
  def mm_comment?(comment, return_comment = false )
    if !@list.nil?
      for i in 0...@list.size - 1
        next if @list[i].code != 108
        if @list[i].parameters[0].include?(comment)
          return @list[i].parameters[0] if return_comment
          return true
        end
      end
    end
    return '' if return_comment
    return false
  end
end
#==============================================================================
# ■ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
  def initialize(tilemap)
    @tilemap = tilemap
    refresh
  end

  def dispose
    @border.bitmap.dispose
    @border.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
  end

  def visible
    return @map_sprite.visible
  end

  def visible=(value)
    @map_sprite.visible = value
    @object_sprite.visible = value
    @position_sprite.visible = value
    @border.visible = value
  end

  def refresh
    @mmr = $game_system.minimap
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @size = [map_rect.width / grid_size, map_rect.height / grid_size]

    @border = Sprite.new
    @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
    @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
    b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
   
    @map_sprite = Sprite.new
    @map_sprite.x = map_rect.x
    @map_sprite.y = map_rect.y
    @map_sprite.z = 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

    @object_sprite = Sprite.new
    @object_sprite.x = map_rect.x
    @object_sprite.y = map_rect.y
    @object_sprite.z = MiniMap::MAP_Z + 1
    @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @object_sprite.src_rect = map_rect

    @position_sprite = Sprite_Base.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 = MiniMap::MAP_Z + 2
   
    bitmap = Bitmap.new(grid_size, grid_size)
    # Player's Outline
    if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
      bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
      brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
        bitmap.rect.height - 2)
      bitmap.clear_rect(brect)
    else
      brect = bitmap.rect
    end
   
    bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
    @position_sprite.bitmap = bitmap

    draw_map
    update_object_list
    draw_object
    update_position
  end

  def draw_map
    bitmap = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
   
    $game_map.width.times do |i|
      $game_map.height.times do |j|
        if !$game_map.passable?(i, j)
          next
        end
        rect = Rect.new(map_rect.width / 2 + grid_size * i,
          map_rect.height / 2 + grid_size * j,
          grid_size, grid_size)
        if grid_size >= 3
          if !$game_map.passable?(i, j)
            rect.height -= 1
            rect.x += 1
            rect.width -= 1
            rect.width -= 1
            rect.y += 1
            rect.height -= 1
          end
        end
        bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
      end
    end
  end

  def update_object_list
    @object_list = {}
    $game_map.events.values.each do |e|
      comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
      if comment != ''
        type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/s+/){}
        @object_list[type] = [] if @object_list[type].nil?
        @object_list[type] << e
      end
    end
  end

  def draw_object
    bitmap = @object_sprite.bitmap
    bitmap.clear
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    rect = Rect.new(0, 0, grid_size, grid_size)
    mw = map_rect.width / 2
    mh = map_rect.height / 2

    @object_list.each do |key, events|
      color = MiniMap::OBJECT_COLOR[key]
      next if events.nil? or color.nil?
      events.each do |obj|
        if !obj.character_name.empty?
          rect.x = mw + obj.real_x * grid_size / 256
          rect.y = mh + obj.real_y * grid_size / 256
          # Event's Outline
          if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
            bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
            brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
            rect.height - 2)
            bitmap.clear_rect(brect)
          else
            brect = bitmap.rect
          end
          bitmap.fill_rect(brect, color)
        end
      end
    end
  end

  def update
    if @mmr != $game_system.minimap
      dispose
      refresh
    end
    draw_object
    update_position
    if @map_sprite.visible
      @map_sprite.update
      @object_sprite.update
      @position_sprite.update
    end
  end

  def update_position
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    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
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
  attr_reader :minimap
  alias wora_minimap_sprsetmap_ini initialize
  alias wora_minimap_sprsetmap_dis dispose
  alias wora_minimap_sprsetmap_upd update
 
  def initialize
    wora_minimap_sprsetmap_ini
    if $game_map.show_minimap?
      @minimap = Game_MiniMap.new(@tilemap)
      $game_system.show_minimap = true if $game_system.show_minimap.nil?
      @minimap.visible = $game_system.show_minimap
    end
  end
 
  def dispose
    @minimap.dispose if !@minimap.nil?
    wora_minimap_sprsetmap_dis
  end

  def update
    if !@minimap.nil?
      if $game_system.show_minimap
        @minimap.visible = true
        @minimap.update
      else
        @minimap.visible = false
      end
    end
    wora_minimap_sprsetmap_upd
  end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  attr_reader :spriteset
end
Comment '75'
  • ?
    볼매붕어 2009.11.30 21:27

    잘쓸게요 !

  • ?
    오리엔탈 2009.12.02 17:42

    감사합니다~

  • ?
    페르난 2009.12.08 19:31

    우왕 ㅋ굳 ㅋ

  • ?
    내로미 2009.12.13 03:30

     아~ 이거~

    저도 이거있어요.

    하지만 주석을 잘몰랐는데.

    내가 그때 잘살펴보지못해서그런가?

    어거덕분에 주석알아가네요ㅎㅎㅎ

  • ?
    sooyeong7 2010.01.03 11:12

    감사합니다. ㅎㅎ

  • ?
    언제나웃음 2010.01.03 12:00

    저 스크립트 붙여넣기만하면 알아서 되는건가요?

    해보니까 붙여넣기만해도 알아서 미니맵이 생산되내요 정말 좋은 프로그램이내요

    감사히 잘쓰겠습니다

  • profile
    star211 2010.01.26 11:37

    잘쓰겠습니다

    다른건 그림 띄우고 별짓을 다해야하는데 이건 붙여넣기만 해도 미니맵이 생성되네요

  • ?
    낙서 2010.01.30 17:53

  • ?
    누구 똥? 2010.02.05 20:51

    장소이동 할때 132번이 오류가 납니다..

        return @map_info.show_minimap?  이 부분에서요!

    어떻게 안되나요?

  • ?
    중딩 아방스 2010.02.10 11:56

    좋쿤요

  • ?
    성현 2010.02.21 18:35

    와우..

  • ?
    forest 2010.02.21 23:26

    감사.. 이 정보 찾아 삼만리 ㅎㅎ 감사합니다.

  • ?
    뉴아시엘 Siel 로랑 2010.02.22 11:28

    잘 쓸께요!!!

  • ?
    whalsrl2008 2010.02.27 11:56

    어디다가 붙이는 거죠?

  • ?
    서울냥이 2010.03.14 14:56

    감사합니다~

  • ?
    대빵이 2010.03.21 09:23

    감사합니다. 잘쓸게요^^

  • ?
    서울냥이 2010.05.09 14:50

    궁금한게잇는데.. 미니맵에 npc같은것 표시가가능하게 하는게 있던데 그건 어케하죠?? 스크립 잘 살펴보니 이것도 그런게 있는것 같아서요

  • ?
    서울냥이 2010.05.09 14:53

    #===============================================================
      # * SETUP EVENT KEYWORD & COLOR
      #---------------------------------------------------------------
      # ** Template:
      # OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
      #-------------------------------------------------------------
      # * 'keyword': Word you want to put in event's comment to show this color
      # ** Note: 'keyword' is CASE SENSITIVE!
      # * Color.new(...): Color you want
      # You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
      #-------------------------------------------------------------
      OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
      OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
      OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
      OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)

     

    그러니깐.. 쉽게말해서 이부분??

  • ?
    뾰롱뾰롱 2011.02.24 18:08

    #===========================================================================
      # * [OPTIONAL] TAGS:
      #---------------------------------------------------------------------------
      # Change keyword for disable minimap & keyword for show event on minimap~
      #-----------------------------------------------------------------------
      TAG_NO_MINIMAP = '[NOMAP]' # Tag for disable minimap
      TAG_EVENT = 'MMEV' # Tag for show event on minimap



    이부분에서 # Tag for show event on minimap

    이 부분을 지운후, 나타내고 싶은 npc들은 

    주석으로 mmev

    라고 적어줘야 됩니다. 예제 파일을 열어 보면 알수잇습니다.

  • ?
    혈풍혈우 2010.09.04 20:22

    감사히 잘 쓰겠습니다.

  • profile
    라구나 2010.11.20 16:03

    아 나와는 충돌되는군 여튼 감사합니다

  • ?
    뾰롱뾰롱 2011.02.24 18:00

    헐.. 굳굳굳

  • ?
    삼국지 2011.06.09 14:05

  • ?
    시옷청룡 2011.07.29 21:59

    충돌인가... 칩A는 인식이 안되는듯 하네요; 건물이 있으면 창문만 다닐수 없다고 나오니...

  • ?
    Krrrr7 2016.09.10 11:43
    오!!

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