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#1 RMXP + XAS = "XAS MEGA MAPS" Empty RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

G@MeF@Ce
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XAS MEGA MAPS!
new
+ button combinations, doesn't interfere with XAS default controls
+ full screen map
+ mini map with position presets
+ map name location
+ easy disable/enable display through button combinations
+ Mini Map zoom in/zoom out for larger maps
+ easy to use configuration module


Development:
Spoiler:

GAMEFACE INTERFACE:
Spoiler:


Screen Shots!
Spoiler:

XAS mini-Map script V.5.5
*larger dots! 16x16 vs. the 4x4 ~> new graphics included! ^,^

Code:
################################################################################
#========== XAS MEGA MAPS V.7 by gameface101 2-8-2011 ===========================
#===== Original map by Squall 2006, Mini-Map[Advance]by Sacrifice 2009 =========
################################################################################
# *special thanks to mr_wiggles for RGSS support!
#-------------------------------------------------------------------------------
=begin INSTRUCTIONS:
1.)copy and paste this script in your script database (F11)above the MAIN script
2.)set your configuration in the MM_Config Module below
3.)make sure you have the following graphics in 'Graphics\Windowskins' folder
- backmap (the frame)
- namemap (behind the map name)
- dots for hero,teleport, and other events
4.) make a comment on each event to reflect on the minimap
5.) Enjoy!
Newer version:
- 16x16 dots (instead of 4x4) on Full and minimap
=end
#===============================================================================
module MM_Config
#[display options]==============================================================
  VISIBLE_DEF = false #to have minimap display from start
  MINIMAP_CORNER = 1
  MINIMAP_OPACITY = 160
 
  MAP_PRESS = Input::A
  MINIMAP_TOGGLE = Input::X
  FULLMAP_TOGGLE = Input::L
  ZOOM_OUT = Input::UP 
  ZOOM_IN = Input::DOWN
#=============================================================================== 
  FULLMAP_FRAME = ("Fullframe")
  MINIMAP_SCREEN = ("Miniscreen")
  MINIMAP_FRAME = ("miniframe")
end

#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● name
#--------------------------------------------------------------------------
def name
return @event.name
end
end

#==============================================================================
class Map_Base
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(corner)
@zoom = 1
@oldzoom = @zoom
px = $game_player.x * map_width / $game_map.width
py = $game_player.y * map_height / $game_map.height
@tileset_name = $game_map.tileset_name
@map = Sprite.new
@map.bitmap = Bitmap.new(map_width, map_height)
@map.z = 9005
@event = Sprite.new
@event.bitmap = Bitmap.new(map_width, map_height)
@event.z = 9010
@back = Sprite.new
@back.bitmap = RPG::Cache.windowskin(MM_Config::MINIMAP_SCREEN)
@back.x =  650 - width - 36+20
@back.y = 500 - height - 335
@back.z = 9004
@n = Sprite.new
@n.bitmap = RPG::Cache.windowskin(MM_Config::MINIMAP_FRAME)
@n.z = 9006
@zoom = 1
@display_x = (px-(@map.bitmap.width/2))    / 160 * 112/40
@display_y = (py-(@map.bitmap.height/2))  / 160 * 80/30

self.opacity = 255

#--------------------------------------------------------------------------
# ● Minimap position presets
#--------------------------------------------------------------------------
case corner

when 1
self.x = 16
self.y = 16
@n.x = 5
@n.y = 3

when 2
self.x = 640 - width - 16
self.y = 16
@n.x = 494
@n.y = 3

when 3
self.x = 16
self.y = 480 - height - 16
@n.x = 5
@n.y = 313

when 4
self.x = 640 - width - 6
self.y = 480 - height - 26
@n.x = 505
@n.y = 303

else
self.x = 16
self.y = 16
@n.x = 16
@n.y = 16
end
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_map_display?
for event in $game_map.events.values
if event.name.include?("[no map]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_event_display?
for event in $game_map.events.values
if event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_display?
for event in $game_map.events.values
if event.name.include?("[no map]") and event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
def dispose
@map.bitmap.dispose
@map.dispose
@event.bitmap.dispose
@event.dispose
@n.bitmap.dispose
@back.bitmap.dispose
end
#--------------------------------------------------------------------------
# ● map
#--------------------------------------------------------------------------
def map
return @map
end
#--------------------------------------------------------------------------
# ● event
#--------------------------------------------------------------------------
def event
return @event
end
#--------------------------------------------------------------------------
# ● mini_map width
#--------------------------------------------------------------------------
def width
return 120
end
#--------------------------------------------------------------------------
# ● mini_map height
#--------------------------------------------------------------------------
def height
return 140
end
#--------------------------------------------------------------------------
# ● opacity=
#--------------------------------------------------------------------------
def visible=(bool)
@n.visible = bool
@back.visible = bool
@event.visible = bool
@map.visible = bool
end
#--------------------------------------------------------------------------
# ● opacity
#--------------------------------------------------------------------------
def visible
  return @n.visible
  end
def visibleBK
  return @back.visible
  end
#--------------------------------------------------------------------------
# ● opacity=
#--------------------------------------------------------------------------
def opacity=(opacity)
@event.opacity = opacity
@map.opacity = opacity
end
#--------------------------------------------------------------------------
# ● opacity
#--------------------------------------------------------------------------
def opacity
return @event.opacity
end
#--------------------------------------------------------------------------
# ● x=
#--------------------------------------------------------------------------
def x=(x)
@event.x = x + 8
@map.x = x + 8
end
#--------------------------------------------------------------------------
# ● y=
#--------------------------------------------------------------------------
def y=(y)
@event.y = y + 8
@map.y = y + 8
end
#--------------------------------------------------------------------------
# ● mini_map_window_width
#--------------------------------------------------------------------------
def map_width
#return $game_map.width * 112/(20*@zoom)
return $game_map.width * 120/(20*@zoom)
end
#--------------------------------------------------------------------------
# ● mini_map_window_height
#--------------------------------------------------------------------------
def map_height
#return $game_map.height * 80/(15*@zoom)
return $game_map.height * 84/(15*@zoom)
end

end
#==============================================================================
# ¦ Map_Mini
#==============================================================================

class Map_Mini < Map_Base
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize(corner)
super(corner)
unless no_map_display?
draw_map
end
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
if Input.press?(MM_Config::ZOOM_OUT)
  if $game_map.width * 112/(20*@zoom+0.2) > 120 and  $game_map.height * 80/(15*@zoom+0.2) > 140
    @zoom += 0.2
  end
end
if Input.press?(MM_Config::ZOOM_IN)
  @zoom -= 0.2 if  @zoom > 1.0
end
if @oldzoom != @zoom
  map.bitmap.clear
  draw_map
  @oldzoom = @zoom
end
map.opacity = (MM_Config::MINIMAP_OPACITY)#160
px = ($game_player.real_x * 3 / 68.6 + 1)/@zoom
py = ($game_player.real_y * 3 / 72 + 1)/@zoom
@display_x = px - 50
@display_y = py - 60
if @display_x < 0
  @display_x = 0
end
if @display_y < 0
  @display_y = 0
end
if @display_x > map_width - 103
  @display_x = map_width - 103
end
if map_height - @display_y < 125
  @display_y = map_height - 125
end
map.src_rect.set(@display_x, @display_y, width - 16, height - 16)#
if @tileset_name != $game_map.tileset_name
@tileset_name = $game_map.tileset_name
unless no_map_display?
map.bitmap.clear
draw_map
end
end
end
#--------------------------------------------------------------------------
# ● draw_map
#--------------------------------------------------------------------------
def draw_map
bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for i in 0...($game_map.width * $game_map.height)
x = i % $game_map.width
y = i / $game_map.width
for level in 0...3
tile_id = $game_map.data[x, y, level]
if tile_id >= 384
tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
if tile_id >= 48 and tile_id < 384
id = tile_id / 48 - 1
tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
src_rect = Rect.new(32, 64, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
end
end
@bitmap = bitmap
@d_rect = Rect.new(0, 0, map_width, map_height)
@s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
map.bitmap.stretch_blt(@d_rect, @bitmap, @s_rect)
bitmap.clear
bitmap.dispose
@n.bitmap.dispose
@back.bitmap.dispose
b = RPG::Cache.windowskin(MM_Config::MINIMAP_FRAME)
b.font.size = 12
map_infos = load_data("Data/MapInfos.rxdata")
name = map_infos[$game_map.map_id].name.to_s
b.draw_text(35,145,1000,12,name)
@n.bitmap = b
end
end
#==============================================================================
# ¦ Map_Event
#------------------------------------------------------------------------------
#  draw the events and hero position
#==============================================================================

class Map_Event < Map_Mini
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(corner)
super(corner)
self.visible = (MM_Config::VISIBLE_DEF)
@dots = []
end
#--------------------------------------------------------------------------
# ● refresh minimap dots
#--------------------------------------------------------------------------
def refresh_event_dots
for event in $game_map.events.values
bitmap = nil
x = (event.real_x * 3 / 68.6 + 1)/@zoom#
y = (event.real_y * 3 / 72 + 1)/@zoom#
next if event.list == nil
for i in 0...event.list.size
if event.list[i].parameters[0].is_a?(String)
if event.list[i].parameters[0] == "mm_event"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_enemy"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_enemy_act"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_mini_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_main_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_final_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0].include?("teleport")
bitmap = RPG::Cache.windowskin("mm_teleport")
break
elsif event.list[i].parameters[0] == "mm_npc"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
else
bitmap = nil
end
end
end
@dots.push([x, y, bitmap])
end
end
#--------------------------------------------------------------------------
# ● mini_map_hero_dot
#--------------------------------------------------------------------------
def refresh_player_dot
x = ($game_player.real_x * 3 / 68.6 + 1)/@zoom#
y = ($game_player.real_y * 3 / 72 + 1)/@zoom#
bitmap = RPG::Cache.windowskin("mm_hero")
@dots.push([x, y, bitmap])
end
#--------------------------------------------------------------------------
# ? update
#--------------------------------------------------------------------------
def update
super
@dots.clear
event.bitmap.clear
refresh_event_dots unless no_event_display?
refresh_player_dot unless no_display?
for dot in @dots
if not dot[2] == nil
event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 16, 16))#larger dots...
#event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))#
end
end
#event.src_rect.set(@display_x, @display_y, width - 16, height - 16)#
event.src_rect.set(@display_x + 4, @display_y + 4, width - 16, height - 16)#
end
end

#==============================================================================

class Map_Full
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
@dots = []
@teleport_sprites = []
if $game_map.width > $game_map.height
@map_width = 640
@map_height = $game_map.height * @map_width / $game_map.width
if @map_height > 480
@map_height = 480
end
else
@map_height = 480
@map_width = $game_map.width * @map_height / $game_map.height
if @map_width > 640
@map_width = 640
end
end
@map = Sprite.new
@event = Sprite.new
@map.bitmap = Bitmap.new(width, height)
@event.bitmap = Bitmap.new(width, height)
@map.x = @event.x = 320 - width / 2
@map.y = @event.y = 240 - height / 2
draw_map unless no_map_display?
draw_event_dots unless no_event_display?
draw_player_dot unless no_display?
if no_display?
@message = Window_Base.new(0, 208, 640, 64)
message = "the map is not available"
@message.contents = Bitmap.new(608, 32)
@message.contents.font.name = $fontface
@message.contents.font.size = 32
@message.contents.font.color.set(255, 255, 255, 100)
@message.contents.draw_text(-1, -1, 608, 32, message, 1)
@message.contents.draw_text(-1, 1, 608, 32, message, 1)
@message.contents.draw_text(1, -1, 608, 32, message, 1)
@message.contents.draw_text(1, 1, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255, 50)
@message.contents.draw_text(-2, -2, 608, 32, message, 1)
@message.contents.draw_text(-2, 2, 608, 32, message, 1)
@message.contents.draw_text(2, -2, 608, 32, message, 1)
@message.contents.draw_text(2, 2, 608, 32, message, 1)
@message.contents.font.color.set(255, 255, 255)
@message.contents.draw_text(0, 0, 608, 32, message, 1)
@message.windowskin = nil
end
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_map_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_event_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● display_map?
#--------------------------------------------------------------------------
def no_display?
for event in $game_map.events.values
if event.name.include?("[full]")
return false
end
if event.name.include?("[no map]") and event.name.include?("[no event]")
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
def dispose
for sprite in @teleport_sprites
sprite.dispose
end
@message.dispose if no_display?
@map.bitmap.dispose
@map.dispose
@event.bitmap.dispose
@event.dispose
end
#--------------------------------------------------------------------------
# ● width
#--------------------------------------------------------------------------
def width
return @map_width
end
#--------------------------------------------------------------------------
# ● opacity=
#--------------------------------------------------------------------------
def height
return @map_height
end
#--------------------------------------------------------------------------
# ● draw_map
#--------------------------------------------------------------------------
def draw_map
bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for i in 0...($game_map.width * $game_map.height)
x = i % $game_map.width
y = i / $game_map.width
for level in 0...3
tile_id = $game_map.data[x, y, level]
if tile_id >= 384
tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
if tile_id >= 48 and tile_id < 384
id = tile_id / 48 - 1
tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id])
src_rect = Rect.new(32, 64, 32, 32)
bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect)
end
end
end
d_rect = Rect.new(0, 0, width, height)
s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
@map.bitmap.stretch_blt(d_rect, bitmap, s_rect)
bitmap.clear
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● refresh fullmap dots
#--------------------------------------------------------------------------
def draw_event_dots
for event in $game_map.events.values
bitmap = nil
x = event.x * width / $game_map.width
y = event.y * height / $game_map.height
next if event.list == nil
for i in 0...event.list.size
if event.list[i].parameters[0].is_a?(String)
if event.list[i].parameters[0] == "mm_event"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_enemy"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_enemy_act"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_mini_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_big_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_final_boss"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0].include?("mm_teleport")
bitmap = RPG::Cache.windowskin("mm_teleport")
name = event.list[i].parameters[0].dup
name.slice!("Teleport, ")
@teleport_sprites.push(new_name_sprite(name, x, y))
break
elsif event.list[i].parameters[0] == "mm_npc" #full?
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
elsif event.list[i].parameters[0] == "mm_savepoint"
bitmap = RPG::Cache.windowskin(event.list[i].parameters[0])
break
else
bitmap = nil
end
end
end
@dots.push([x, y, bitmap])
end
for dot in @dots
unless dot[2] == nil
#@event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4))
@event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(- 6, - 6, 32, 32))#full map dots
end
end
end
#--------------------------------------------------------------------------
# ● new_name_sprite
#--------------------------------------------------------------------------
def new_name_sprite(name, x, y)
sprite = Sprite.new
sprite.y = y + 240 - height / 2
x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2
bitmap = Bitmap.new(128, 32)
bitmap.font.name, bitmap.font.size = $fontface, 20
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 128, 32, name)
sprite.bitmap = bitmap
return sprite
end
#--------------------------------------------------------------------------
# ● full_map_hero_dot
#--------------------------------------------------------------------------
def draw_player_dot
x = $game_player.x * width / $game_map.width
y = $game_player.y * height / $game_map.height
bitmap = RPG::Cache.windowskin("mm_hero")
@event.bitmap.blt(x + 6, y + 6, bitmap, Rect.new( 0, 0, 16, 16))
end
end

#==============================================================================
# ■ Scene_MiniMap
#------------------------------------------------------------------------------
#  draw the map full screen
#==============================================================================

class Scene_MiniMap
  include MM_Config
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@map = Map_Full.new
fullframe
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@map.dispose
@map_full.dispose
end
#--------------------------------------------------------------------------
# ● Update the contents of all five windows on the main menu
#--------------------------------------------------------------------------
def update
if Input.press?(MAP_PRESS) and Input.trigger?(FULLMAP_TOGGLE)# will add to module later
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
#--------------------------------------------------------------------------
# ● Method to include Full Map Frame graphic
#--------------------------------------------------------------------------
def fullframe
@map_full = Sprite.new
@map_full.bitmap = RPG::Cache.windowskin(FULLMAP_FRAME)
@map_full.z = 9015
end
end

#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
#  draw the mini map
# @corner is the corner you want the mini map to be displayed in.
# 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right
#
# @use_windowskin is whether true or false. true if you want to use the
# the current windowskin for the minimap background.
# or false if you want to use the windowskin named mapback in your windowskin folder.
#==============================================================================

class Scene_Map
alias main_minimap main
alias update_minimap update
alias transfer_minimap transfer_player
include MM_Config
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
@corner = (MINIMAP_CORNER)
end
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@event_map = Map_Event.new(@corner)
main_minimap
@event_map.dispose
end
#--------------------------------------------------------------------------
# ● update need kill switch
#--------------------------------------------------------------------------
def update
@event_map.update
if @event_map.visible == true and Input.press?(MAP_PRESS) and Input.trigger?(MINIMAP_TOGGLE)
@event_map.visible = false
elsif @event_map.visible == false and Input.press?(MAP_PRESS) and Input.trigger?(MINIMAP_TOGGLE)
then @event_map.visible = true
end
if Input.press?(MAP_PRESS) and Input.trigger?(FULLMAP_TOGGLE)#will add to module later
$game_system.se_play($data_system.decision_se)
$scene = Scene_MiniMap.new
return
end
update_minimap
end
#--------------------------------------------------------------------------
# ● transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_minimap
@event_map.dispose
@event_map = Map_Event.new(@corner)
end
end


*graphics required:
just save these graphics to your windowskins folder as named,
then create a comment on the event to reflect the dot on you minimap.

Miniframe/screen:
Spoiler:

Fullframe
Spoiler:
Newer version supports larger dots!

Spoiler:

DEMO.... if I get time :-/
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#2 RMXP + XAS = "XAS MEGA MAPS" Empty Re: RMXP + XAS = "XAS MEGA MAPS"
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mr_wiggles

mr_wiggles
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Sweet script, ill have to check it out. is this the close to the scipt you sent me already?
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#3 RMXP + XAS = "XAS MEGA MAPS" Empty Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

G@MeF@Ce
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@mr_wiggles - that's the one ^,^


+newer version of the script "V.2"
+new custom frame graphic
(more graphics to come! stay tuned)

all updated in the original post.

this will be my focus at the moment...
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KenizzyNY

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*gets on knees* i shall face california and pray to gameface, the scripting god, for 5 hours everyday!!
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G@MeF@Ce

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@ken - haha u cra-Z .... I am far from being a scripting god like

Hackel and Albertfish ^,^

I'm still trying to get a simple switch to work T,T

but it is one of my New Year's resolutions that I'm
going to stick with ~become better at Ruby script.

* I did trick it out so that on the mini-MAP
you can see which enemy is attacking you! :face:

just comment the first enemy page with "enemy"
and the third page "enemy_act"

working on a new set of dots...
will post more graphics and the latest version tonight.

edit: original post V.4 + enemy, miniBoss, and mainBoss dots!
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@gameface - right behind you, I'm trying to learn this year as well.
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G@MeF@Ce

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^ - wiggles, looking back at this comment, you are so way ahead of me when it comes to script ^,^ - thanks again for your help with this
~ it's definitely getting there...

original post updated with version 5!
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BluE

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A superb start to 2011! This looks roughly 10 times more reliable than any other one I've tried.
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thx Blue - another update! instead of 4x4 dots for the minimap, the newer version supports 16x16 dots ^,^ and you can now use a graphic frame for the fullmap!


EDIT: guess I'm being a little too picky but the Hero Dot doesn't line up well along the bottom and the right of the mini-map.

also I gotta get these "event" dots to also show up on the full map like the hero dot.

put in the master disable switch and I am done! ^,^
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G@MeF@Ce

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^updated

minor but nicer.

check the g-face interface yo~ jocolor

GAMEFACE INTERFACE: for XAS MEGA MAPS
(howz the new project title :vP
Spoiler:
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