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#1 [ACE] Ayuda script el Sáb Mayo 12, 2012 1:42 am

~Newa

avatar
El tema es éste, en el minimapa me marca el tile de techo como piso, lo q se supone es q no debe marcarlo, o no se
.-.


Al que pueda explicarme, modificar el script, o cualquier ayuda posible, le dejo el script abajo
Salu2

~Newa

Código:

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆ Minimap - KMS_MiniMap ◆ VXAce ◆
#_/    ◇ Last update : 2012/01/14  (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(409, 5, 130, 90)
  # * 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
   
    # 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 = 7

  # * 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_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_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :minimap_show
  #--------------------------------------------------------------------------
  # ○ 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(:x, :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_MiniMap::GRID_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
  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
        fadein
      elsif opacity > 0 && !@hiding
        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
    return unless $game_map.minimap_show?

    @minimap = Game_MiniMap.new(@tilemap)
    @minimap.visible = $game_system.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
    unless @minimap.nil?
      @minimap.dispose
      @minimap = nil
    end
  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 update_minimap
    return if @minimap.nil?

    # 表示切替
    @minimap.visible = $game_system.minimap_show

    # 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

#2 Re: [ACE] Ayuda script el Sáb Mayo 12, 2012 1:54 am

Ledai

avatar
No tengo ni idea de script ni del Ace; Pero posiblemente es porque tines el tiles del techo con el paso libre o por que no lo tines con algún numero de terreno requerido en el script....posiblemente.....

¬_¬..............¬_¬..............¬_¬..............¬_¬..............¬_¬..............¬_¬...........


Qué solo es una idea, que no tengo ni el más remoto conocimiento de estas cosas =P




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#3 Re: [ACE] Ayuda script el Sáb Mayo 12, 2012 2:08 am

~Newa

avatar
Pues no, para aclarar, el tile del techo tiene la "X" de paso prohibido, pero rgacias por intentar ^^

#4 Re: [ACE] Ayuda script el Sáb Mayo 12, 2012 2:12 am

Ledai

avatar
Era de esperar ¬_¬....
En fín espera a que alguien más dócto en el tema pueda responderte ^_^!!!
Emm...Has visto las mejoras de mi proyecto??? Ó.o




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#5 Re: [ACE] Ayuda script el Sáb Mayo 12, 2012 2:24 am

FIGO

avatar

No se mucho de script pero lamentablemente a lo que pude ver el script toma como pasable los techos del A4 por más que tenga la X, con los A3 funciona perfecto...


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