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#1 default World Map (RMXP)
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mr_wiggles

mr_wiggles
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World Map
Version: 1.0
Author: Mr Wiggles
Date: Feb. 9. 2011

Version History


  • Version 1.0 (2/9/11) - Initial release


Planned Future Versions

  • None that I can think of.


Description


Like in the Fall Out series you have a world map that shows icons to places you have been or places yet to be discovered on a world map. That also allows you to fast travel to a location. Yea its just like that.


Features

  • Quickly add it into your game menu.
  • Show selectors location for easy icon placement.
  • Set up individual icons for each location.
  • Disable fast travel through a game switch.


Screenshots
[You must be registered and logged in to see this image.]

Instructions
Paste above main and below the default scripts. Follow the instructions in the script header.

Script


Code:

#===============================================================================
#                          ** World Map **
#===============================================================================
# by: Mr_Wiggles
# Version 1.0
# Feb. 9, 2011
#===============================================================================
#                            Instructions:
#                      -----------------------------
#
# + Call the map scene.
#    - $scene = World_Map.new
#
# + Show location but can't fast travel to it.
#    - $world_map.learn(id)
#
# + Show location and enable fast travel to it.
#    - $world_map.discover(id)
#
# + Hide the location and disable fast travel to it.
#    - $world_map.forget(id)
#
# + All icons must be located in the Graphics/Icon folder.
# + Icons will be faded by default if there is no UNDISCOVERD_ICON set.
#
#===============================================================================
#                              Controls:
#                      -----------------------------
# + Move with the arrow keys, to move at a faster rate press the SBOOST_KEY.
# + To fast travel to the selected location press the TRAVEL_KEY.
#
#===============================================================================
#                      =~~= CONFIG START =~~=
#===============================================================================
# Key used for a speed boost when scrolling on the map.
SBOOST_KEY = Input::C # space
#-------------------------------------------------------------------------------
# Key used to fast travel to the selected location.
TRAVEL_KEY = Input::A # shift
#-------------------------------------------------------------------------------
# This will draw the selector's loctaion for easy icon placement.
SHOW_QUAD = true
#-------------------------------------------------------------------------------
# Put an option in game menu to call this script. (Placed right above "End Game")
IN_GAME_MENU = true
#-------------------------------------------------------------------------------
# ID of switch that disables fast traveling.
FAST_TRAVEL_ID = 1
#-------------------------------------------------------------------------------
# Picture to use that is in your Graphics/Pictures folder as the map.
MAP_PICTURE = "World_Map"
#-------------------------------------------------------------------------------
# Icon for known locations but not discovered. (use nil for no icon)
UNDISCOVERD_ICON = nil
#-------------------------------------------------------------------------------
# Opacity for icon fade if no icon is used for UNDISCOVERD_ICON.
FADE_OPA = 80
#-------------------------------------------------------------------------------
# Fill in back of icon to make it square?
ICON_BACK    = true
BACK_COLOR  = Color.new( 10,  10,  10)
BORDER_COLOR = Color.new(200, 200, 200)
#-------------------------------------------------------------------------------
# Show locations name under icon on map? (Name will be the map's name)
SHOW_NAME = true
#-------------------------------------------------------------------------------
# Color for map name.
TEXT_COLOR = Color.new(240, 240, 240)
#-------------------------------------------------------------------------------
# Color for the map selector.
SELECT_COLOR = Color.new(60, 245, 60, 180)
#-------------------------------------------------------------------------------
# Initial setup of map locations. [[info], [destination], known, discovered]
#                      -----------------------------
# info        = Is an array: ["icon name", x pos on map, y pos on map]
# destination = Is an array: [map id, x pos, y pos]
# known      = Does the location show up on the map by defaut?
# discovered  = Can the player fast travel to this location by default?
#
# Note: ID is relevent to location in array.
#    i.e. The first place ID is 1 the second place ID is 2 and so on...
#-------------------------------------------------------------------------------
PLACES = [ # start
[[  "033-Item02", 190, 328], [1, 14, 19],  true,  true],# be sure to use commas
[["001-Weapon01", 512, 550], [2, 10, 14], false, false],
[[  "025-Herb01", 274,  50], [3,  5, 14],  true, false],
[[  "043-Item12", 360, 180], [4,  7, 14],  true, false],
[[  "036-Item05", 570, 776], [5,  7,  0], false, false] # except for the last one
] # end
#===============================================================================
#                        =~~= END CONFIG =~~=
#===============================================================================


#===============================================================================
# ** World Map
#===============================================================================
class World_Map
  #-----------------------------------------------------------------
  # * Main
  #-----------------------------------------------------------------
  def main
    # create windows
    @map_window = World_Map_Window.new
    @map_window.z = 1
    @help_window = World_Map_Help_Window.new
    @help_window.z = 3
    @help_window.visible = false
    @confirm_window = Window_Command.new(96, ["Yes", "No"])
    @confirm_window.x = 272
    @confirm_window.y = 240
    @confirm_window.z = 3
    @confirm_window.opacity = 255
    @confirm_window.active  = false
    @confirm_window.visible = false
    # main loop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    # dispose windows
    @map_window.dispose
    @confirm_window.dispose
    @help_window.dispose
  end
  #-----------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------
  def update
    # update help
    @help_window.update
    # update confirm window
    if @confirm_window.active
      @confirm_window.update
      update_confirm_commands
      return
    end
    # update scrolling
    update_scroll
    # Exit key
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = IN_GAME_MENU ? Scene_Menu.new(5) : Scene_Map.new
      return
    end
    # Travel key
    @place = @map_window.place
    if Input.trigger?(TRAVEL_KEY)
      if @place.nil?
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @confirm_window.active = true
      @help_window.visible = true
      if $world_map.can_travel?(@place)
        @confirm_window.visible = true
        @confirm_window.index = 0
        map_data = load_data("Data/MapInfos.rxdata")
        map_name = map_data[@place[1][0]].name
        @help_window.set_text("Fast travel to:", "\"#{map_name}\"")
      elsif $game_switches[FAST_TRAVEL_ID]
        @help_window.set_text("You can't fast travel", "from this location.")
        @confirm_window.index = -1
      elsif !@place[3]
        @help_window.set_text("You haven't discoverd", "this location yet.")
        @confirm_window.index = -1
      end
    end
  end
  #-----------------------------------------------------------------
  # * Update Confirm
  #-----------------------------------------------------------------
  def update_confirm_commands
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @confirm_window.active = false
      @confirm_window.visible = false
      @help_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      if $world_map.can_travel?(@place)
        case @confirm_window.index
        when 0 # Yes
          $game_system.se_play($data_system.decision_se)
          id = $world_map.place_id(@place)
          $world_map.travel_to(id)
          return
        when 1 # No
          $game_system.se_play($data_system.cancel_se)
          @confirm_window.active  = false
          @confirm_window.visible = false
          @help_window.visible = false
          return
        end
      else # can't travel
        $game_system.se_play($data_system.cancel_se)
        @confirm_window.active = false
        @help_window.visible = false
        return
      end
    end
  end
  #-----------------------------------------------------------------
  # * Update Scrolling
  #-----------------------------------------------------------------
  def update_scroll
    w = @map_window.map_w
    h = @map_window.map_h
    # Fast Scroling
    speed = Input.press?(SBOOST_KEY) ? 6 : 2
    # If Left button was pressed
    if Input.press?(Input::RIGHT) and @map_window.sel_x < w
      @map_window.sel_x += speed
      if @map_window.map_x > -(w - 640) and @map_window.sel_x > 320
        @map_window.map_x -= speed
      end
    end
    # If Right button was pressed
    if Input.press?(Input::LEFT) and @map_window.sel_x > 0
      @map_window.sel_x -= speed
      if @map_window.map_x < 0 and @map_window.sel_x < w - 320
        @map_window.map_x += speed
      end
    end
    # If Up button was pressed
    if Input.press?(Input::DOWN) and @map_window.sel_y < h
      @map_window.sel_y += speed
      if @map_window.map_y > -(h - 480) and @map_window.sel_y > 240
        @map_window.map_y -= speed
      end
    end
    # If Down button was pressed
    if Input.press?(Input::UP) and @map_window.sel_y > 0
      @map_window.sel_y -= speed
      if @map_window.map_y < 0 and @map_window.sel_y < h - 240
        @map_window.map_y += speed
      end
    end
    # selector
    @map_window.sel_y = 0 if @map_window.sel_y < 0
    @map_window.sel_x = 0 if @map_window.sel_x < 0
    @map_window.sel_x = w if @map_window.sel_x > w
    @map_window.sel_y = h if @map_window.sel_y > h
    # map back
    @map_window.map_y = 0 if @map_window.map_y > 0
    @map_window.map_x = 0 if @map_window.map_x > 0
    @map_window.map_x = -(w - 640) if @map_window.map_x < -(w - 640)
    @map_window.map_y = -(h - 480) if @map_window.map_y < -(h - 480)
    # update windows
    @map_window.update
  end
end

#==============================================================================
# ** World Map Help Window
#==============================================================================
class World_Map_Help_Window < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(200, 144, 230, 96)
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text1 = "", text2 = "")
    if text1 != @text1 or text2 != @text2
      # Redraw text
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(0,  0, self.width - 30, 32, text1, 1)
      self.contents.draw_text(0, 32, self.width - 30, 32, text2, 1)
      @text1, @text2 = text1, text2
    end
  end
end

#===============================================================================
# ** World Map Window
#===============================================================================
class World_Map_Window < Window_Base
  attr_accessor :map_x
  attr_accessor :map_y
  attr_accessor :sel_x
  attr_accessor :sel_y
  attr_reader  :place
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-32, -32, 704, 544)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.color = TEXT_COLOR
    # set up map
    @map_bitmap = RPG::Cache.picture(MAP_PICTURE) rescue nil
    w = map_w - 640
    h = map_h - 480
    @map_x, @map_y = -w/2, -h/2
    # set up selector
    @sel_x, @sel_y =  (w/2) + 320, (h/2) + 240
    @place = nil
    # create selector
    @selector_bitmap = create_seletor
    # create icon sheet
    @icon_sheet = create_icons
    # refresh map
    refresh
  end
  #--------------------------------------------------------------------------
  # * Create Selector
  #--------------------------------------------------------------------------
  def create_seletor
    bitmap = Bitmap.new(1280, 960)
    # cross hairs
    bitmap.fill_rect(Rect.new(640, 0,  2, 960), SELECT_COLOR)
    bitmap.fill_rect(Rect.new(0, 480, 1280, 2), SELECT_COLOR)
    # box
    bitmap.fill_rect(Rect.new(625, 465, 30, 2), SELECT_COLOR)
    bitmap.fill_rect(Rect.new(625, 495, 30, 2), SELECT_COLOR)
    bitmap.fill_rect(Rect.new(625, 465, 2, 30), SELECT_COLOR)
    bitmap.fill_rect(Rect.new(655, 465, 2, 30), SELECT_COLOR)
    return bitmap
  end
  #--------------------------------------------------------------------------
  # * Create Icons
  #--------------------------------------------------------------------------
  def create_icons
    bitmap = Bitmap.new(map_w, map_h)
    rect = Rect.new(0, 0, map_w, map_h)
    for place in $world_map.places
      id = $world_map.place_id(place)
      place = $world_map.error_check(id - 1)
      next if place.nil?
      next if !place[2]
      px, py = place[0][1] - 14, place[0][2] - 14
      if ICON_BACK
        bitmap.fill_rect(Rect.new(px - 2, py - 2, 28, 28), BORDER_COLOR)
        bitmap.fill_rect(Rect.new(px, py, 24, 24), BACK_COLOR)
      end
      if !UNDISCOVERD_ICON.nil?
        icon = RPG::Cache.icon(UNDISCOVERD_ICON) rescue nil
        bitmap.blt(px, py, icon, rect)
      else
        icon = RPG::Cache.icon(place[0][0]) rescue nil
        opacity = place[3] ? 255 : FADE_OPA
        bitmap.blt(px, py, icon, rect, opacity)
      end
      if SHOW_NAME
        map_data = load_data("Data/MapInfos.rxdata")
        map_name = map_data[place[1][0]].name
        bitmap.font.color = TEXT_COLOR
        bitmap.draw_text(px - 86, py + 24, 200, 32, map_name, 1)
      end
    end
    return bitmap
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    x = @map_x + 16
    y = @map_y + 16
    # draw map
    self.contents.blt(x, y, @map_bitmap, Rect.new(0, 0, map_w, map_h))
    # draw places
    self.contents.blt(x, y, @icon_sheet, Rect.new(0, 0, map_w, map_h))
    # draw selector
    center_x, center_y = (-320 + 16), (-240 + 16)
    if @map_x == 0
      x = @sel_x - 625
    elsif @map_x == -(map_w - 640)
      x = @sel_x + @map_x - 625
    else
      x = center_x
    end
    if @map_y == 0
      y = @sel_y - 465
    elsif @map_y == -(map_h - 480)
      y = @sel_y + @map_y - 465
    else
      y = center_y
    end
    self.contents.blt(x, y, @selector_bitmap, Rect.new(0, 0, 1280, 960))
    # draw cursor placement
    if SHOW_QUAD
      self.contents.draw_text(20, 20, 200, 32, "X:#{@sel_x}, Y:#{@sel_y}")
    end
    # if selector is over place
    @place = nil
    for place in $world_map.places
      next if place.nil? or !place[2]
      sx, sy = place[0][1] - 16, place[0][2] - 16
      ex, ey = sx + 28, sy + 28
      if (@sel_x >= sx and @sel_x <= ex) and (@sel_y >= sy and @sel_y <= ey)
        @place = place
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    refresh if something_changed?
  end
  #--------------------------------------------------------------------------
  # * Check if Need Refresh
  #--------------------------------------------------------------------------
  def something_changed?
    if @old_x != @sel_x or @old_y != @sel_y
      @old_x, @old_y = @sel_x, @sel_y
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Map Width and Height
  #--------------------------------------------------------------------------
  def map_h
    return @map_bitmap.nil? ? 0 : @map_bitmap.height
  end
  def map_w
    return @map_bitmap.nil? ? 0 : @map_bitmap.width
  end
end

#===============================================================================
# ** World Map Stuff
#===============================================================================
class World_Map_Stuff
  attr_reader  :places
  #-----------------------------------------------------------------
  # * Initialize
  #-----------------------------------------------------------------
  def initialize
    @places    = PLACES
    @can_travel = true
  end
  #-----------------------------------------------------------------
  # * Retrive Place ID
  #-----------------------------------------------------------------
  def place_id(place)
    return @places.index(place) + 1
  end
  #-----------------------------------------------------------------
  # * Discover Location
  #-----------------------------------------------------------------
  def discover(id)
    place = error_check(id-1)
    return if place.nil?
    place[2], place[3] = true, true
  end
  #-----------------------------------------------------------------
  # * Learn Location
  #-----------------------------------------------------------------
  def learn(id)
    place = error_check(id-1)
    return if place.nil?
    place[2] = true
  end
  #-----------------------------------------------------------------
  # * Forget Location
  #-----------------------------------------------------------------
  def forget(id)
    place = error_check(id-1)
    return if place.nil?
    place[2], place[3] = false, false
  end
  #-----------------------------------------------------------------
  # * Disable Fast Travel to Location
  #-----------------------------------------------------------------
  def disable_fast(id)
    place = error_check(id-1)
    return if place.nil?
    place[2], place[3] = true, false
  end
  #-----------------------------------------------------------------
  # * Fast Travel
  #-----------------------------------------------------------------
  def travel_to(id)
    place = error_check(id-1)
    return if place.nil?
    $game_map.setup(place[1][0])
    $game_player.moveto(place[1][1], place[1][2])
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  #-----------------------------------------------------------------
  # * Can Fast Travel Check
  #-----------------------------------------------------------------
  def can_travel?(place)
    return false if place.nil?
    return (!$game_switches[FAST_TRAVEL_ID] and place[3])
  end
  #-----------------------------------------------------------------
  # * Error Check
  #-----------------------------------------------------------------
  def error_check(id)
    place = @places[id]
    if place.nil?
      print("There is no place with the id of #{id}.")
      return nil
    end
    if place.size != 4
      print("Place id:#{id} is missing arguments.")
      return nil
    end
    if place[0].size != 3
      print("Place id:#{id}'s Info array is incomplete.")
      return nil
    end
    if place[1].size != 3
      print("Place id:#{id}'s Destination array is incomplete.")
      return nil
    end
    dest = load_data(sprintf("Data/Map%03d.rxdata", place[1][0]))
    if dest.nil?
      print("Place id:#{id}- There is no map with the id #{place[1][0]}.")
      return nil
    end
    if dest.width < place[1][1] or dest.height < place[1][2]
      print("Place id:#{id}- Target locations are out of bounds for map.")
      return nil
    end
    bitmap = RPG::Cache.picture(MAP_PICTURE) rescue nil
    if bitmap.width < place[0][1] or bitmap.height < place[0][2]
      print("Place id:#{id}- World Map position is out of bounds.")
      return nil
    end
    return place
  end
end

#===============================================================================
# ** Scene Title
#===============================================================================
class Scene_Title
  alias :world_map_new :command_new_game
  def command_new_game
    world_map_new
    $world_map = World_Map_Stuff.new
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Write Save Data
  #--------------------------------------------------------------------------
  alias :world_map_save :write_save_data
  def write_save_data(file)
    world_map_save(file)
    Marshal.dump($world_map, file)
  end
end

#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Read Save Data
  #--------------------------------------------------------------------------
  alias :world_map_load :read_save_data
  def read_save_data(file)
    world_map_load(file)
    $world_map = Marshal.load(file)
  end
end

#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
#                        ** GAME MENU EDITS **
#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
if IN_GAME_MENU

#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "World Map"
    s7 = "End Game"
    @commands = [s1, s2, s3, s4, s5, s6, s7]
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 256
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @commands[@command_window.index]
      when $data_system.words.item  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when $data_system.words.skill # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when $data_system.words.equip # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when "Status" # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when "Save" # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when "World Map" # world map
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = World_Map.new
      when "End Game" # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
end

#==============================================================================
# ** Scene_End
#==============================================================================
class Scene_End
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(6)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # *  Process When Choosing [Cancel] Command
  #--------------------------------------------------------------------------
  def command_cancel
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to menu screen
    $scene = Scene_Menu.new(6)
  end
end
#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
end
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Post any problems you may run into or suggestions for a future update here.

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#2 default Re: World Map (RMXP)
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G@MeF@Ce

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cool! -
X key to call menu - world map

speed increase when pressing space bar to scroll map

X to exit / Z to select / C to confirm

this is one solid world map system.

all that's missing is the airship Razz

thanks for sharing wiggles! +++++
I'm definitely putting this one to great use.

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#3 default Re: World Map (RMXP)
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calvin624

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This is spectacular. Great job Wiggles Smile
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mr_wiggles

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Thanks guys. Very Happy
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#5 default Re: World Map (RMXP)
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Awesome map script Razz
i think its pretty much covers everything Smile
clean and easy to configure Razz

for an ideas ...maybe make a [hovering] name when we get close to the icon ? Cool

i got a question though :
whats the difference bettwen known and discovered?
if its known, an icon pop up in map, but cant enter if not discovered.
but what if its discovered but not known?(no icon on map), can still enter?
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#6 default Re: World Map (RMXP)
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MotionM

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:OO Good Job Wiggles!
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#7 default Re: World Map (RMXP)
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mr_wiggles

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supercow wrote:i got a question though :
whats the difference bettwen known and discovered?
if its known, an icon pop up in map, but cant enter if not discovered.
but what if its discovered but not known?(no icon on map), can still enter?

Yea you can see it on the map, like say you have a world map and you have cities on it and you travel on it. And say the world map for this script matches the map that you travel on. Say you know where some place is but you haven't been there (Known place) you are unable to fast travel to it. But say you have traveled on foot to the location (Discovered place) So instead of re-walking the distance to the place you can just fast travel.

It's just like the game Fall Out.
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#8 default Re: World Map (RMXP)
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daigonstar

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Im really having trouble setting this up which is a shame cause i really wanna use it do you have a read me or demo available for this script at all? thank you =]
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#9 default Re: World Map (RMXP)
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G@MeF@Ce

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daigonstar wrote:do you have a read me or demo available for this script at all? thank you =]

^instructions are in the script and there is a link to the demo
under the code box in the original post ^,^
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