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

G@MeF@Ce
Administrator
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Administrator
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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:

this script was originally written by 'Selwyn' or 'Squall'
more than a couple of years ago.

Last year a Portuguese programmer named 'Sacrifice'
made an advanced version which required an additional
input script to use.

Now I'm going to continuing development so that this
mini MAP is tailor-made for XAS / no additional input script required.

stumped

*need to work on:
- a control switch to permanently disable/enable mini and full display, shouldn't be too hard :-P

GAMEFACE INTERFACE:
Spoiler:

+toggle Full Map on and off:
press and hold the "Z" key (or A button) xas-defend
then press the "Q" key (or L Trigger) xas-quick menu

+toggle Mini map on and off:
press and hold the "Z" key (or A button) xas-defend
then press "A" key (or X Button) xas-dash

Mini map Zoom feature for larger maps:
+zoom in by holding "Z" key and tapping UP
+zoom out by holding "Z" key and tapping DOWN


Screen Shots!
Spoiler:

miniMAP
[You must be registered and logged in to see this link.]
FULLmap
[You must be registered and logged in to see this link.]

large maps - zoom level 1
[You must be registered and logged in to see this link.]

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:


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make your own frames and share!

Fullframe
Spoiler:

[You must be registered and logged in to see this link.]
Newer version supports larger dots!

Spoiler:

old enemy dot 4x4
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old enemy_act dot 4x4
[You must be registered and logged in to see this link.]

now use:

new enemy dot 16x16
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new enemy_act dot 16x16
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cool huh?

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*don't you just love playing with dots? make your own dots and share!


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

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@gameface - right behind you, I'm trying to learn this year as well.
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#7 default Re: RMXP + XAS = "XAS MEGA MAPS"
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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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#8 default Re: RMXP + XAS = "XAS MEGA MAPS"
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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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#9 default Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

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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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#10 default Re: RMXP + XAS = "XAS MEGA MAPS"
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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:


+toggle Full Map on and off:
press and hold the "Z" key (or A button) xas-defend
then press the "Q" key (or L Trigger) xas-quick menu

+toggle Mini map on and off:
press and hold the "Z" key (or A button) xas-defend
then press "A" key (or X Button) xas-dash

Mini map Zoom feature for larger maps:
+zoom in by holding "Z" key and tapping UP
+zoom out by holding "Z" key and tapping DOWN
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#11 default Re: RMXP + XAS = "XAS MEGA MAPS"
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calvin624

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Demo: [You must be registered and logged in to see this link.]

Note - takes a few seconds to load the level once you press the crystal.
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#12 default Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

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what!? thank you Calvin for making a demo! ^,^

you are awesome for this!

oh for XAS enemies comment the 3rd page with "mm_enemy_act"
so that you can see attacking enemies on the mini map.
(I may have to write it so that when you hit an enemy there's a hit icon)

the crates or boxes 1st and 3 page "mm_event"
~ i can rename to mm_item if you think that's better?

thanks again gameface


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#13 default Re: RMXP + XAS = "XAS MEGA MAPS"
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calvin624

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No worries man, feel free to make those adjustments - I just had 30 mins free today, and this is a really cool script thought I'd muck in Smile
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#14 default Re: RMXP + XAS = "XAS MEGA MAPS"
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MimiChan

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super necro post!
(well im a necromancer anyway @.@)

i tried all the minimaps out there (there is about 15+)
and this one is the best so far, i like it how it manually draws da map *-*

few hick ups though @.@
hao to disable the auto zoom in/out for larger maps? it causes lag >.> (maybe perm zoom out on larger maps)
it also leaves a space on top of minimap when used on smaller rectangular map (20x15) >.<
and...a crash bug O.O
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pardon the loud music >.<

finally...i dunno if this is too much but would be cool if you have the ability to block certain maps from showing the map until the correct switch is activated (ex. if you dont have forest map, all forest area will show 'Map not available' on minimap o.oa) useful for setting up npc that sells maps *-*
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#15 default Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

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yo Mimi o,O - welcome back, your game is looking mighty nice, fully featured, so glad that you are still at it.

hang tight I will look into those new features and do a little troubleshooting on that error, for that specific line to crash,
it may be cause by another script or something in that transfer event...?

no such thing as necropost here ^,^ so it's all good.
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#16 default Re: RMXP + XAS = "XAS MEGA MAPS"
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MimiChan

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hmm it only happens on big map and it happens randomly when you enter dat big map and that another script might be...that Mode7 script O.O
transfer event is just forcing player to move forward once o.O

anyway i think it fixed itself (is dat even posible o.o) i just change the zoom in/out from up/down to another button (i think its the reason it zoom in and out because of up/down button)

and yes the system is super updated, it rivals XAS v4 (think if it, v4 is for multi parties while the one im using is for single heroes)
I named it...
XAS 3.8 Exceed (Enchance XAS coded extra extended development)
as it still uses 3.8 as base o.o
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#17 default Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

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@mimi - sounds like you have put alot of work into your project, I've been working on the newer version of Xplat using 3.91. The code is much cleaner than 3.82, there's truly lots of redundant/useless code making 3.91 worth the upgrade, including the antilag for larger maps, etc.. still looks like your project is fully loaded.

*sometime next week I will look into making some more touches the this script, thank you for those suggestions +
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#18 default Re: RMXP + XAS = "XAS MEGA MAPS"
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@gface : if player/event in position bigger than 12,24 (x,y) it may not exactly accurate but the icon(player/monster/event) in the minimap is way out of its place dunno why silent , i even tested it on @calvin624 demo and its the same , is this made with small map in mind?
and is there a feature switch to turn it on/off ? Cool thx
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#19 default Re: RMXP + XAS = "XAS MEGA MAPS"
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G@MeF@Ce

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@mimi - Embarassed forgot about giving this one an update.

@supercow - I see exactly what you are talking about, need to edit some math so it lines up accurately.

*once I'm caught up with my current focus I will make time to give this script an update.
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