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ТЕМА: Отображение ивента с плагином Minimap
Отображение ивента с плагином Minimap 9 года 2 мес. назад #93712
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Люди добрые прошу помочь разобраться с плагином
Silvers Advanced Minimap Саму мини карту я сделал и всё отображается и чар и сама картинка карты (с этим проблем не было) Проблема состоит в том что я хочу чтобы в мини карте изображалось событие ( миссия) точкой каким либо цветом или знаком вопроса (когда событие действует) чтобы игрок видел куда нужно идти. как я понял в самом плагине эта функция присутствует, но как её реализовать я не могу понять, целый день убил на это и сдался. помогите кто сможет объяснить куда какую команду нужно писать для того чтобы на мини карте игрок увидел куда ему нужно идти. вот HELP самого плагина. 1. Make a mapshot of your map. You may use forums.rpgmakerweb.com/index.php?/topic/49711-orange-mapshot/ 2. Install this script: pastebin.com/FF6jh3S0 and make sure to put it above the minimap script. 3. Copy the files to: 4. /img/minimap/Overlay.png 5. /img/minimap/DebugGrid01.png 6. /img/system/Window_Minimap.png 7. Place your mapshots in the /img/minimap/ directory and rename them 001.png, 002.png etc. (matching the id of your map) - If you prefer to use automatic generated maps instead, use the map-notetags and you then obviously do not require mapshots of course. - To enable Fog of War, copy the new FoW.png to the <project>/img/minimap/ folder and set the parameter "FoW Enabled" to true. And make sure that the current map has a minimap of course FoW also works for generated maps. POI's and Events however will always be displayed on top of the FoW. This is intended. Yanfly's Main Menu Manager Setup (optional) 1. Download & Install YEP_MainMenuManager.js 2. Configure the parameters as follow: Menu Name: "Map" Menu Symbol: silvMap Menu Show: true Menu Enabled: Silv.Minimap.Menu.Enabled Menu Main Bind: this.commandSilvMap.bind(this) Map notetags (most are case sensitive!) <mm_req_itm:item_id1 item_id2 etc> Example: <mm_req_itm:1, 2, 3> <mm_mapstyle:Scroll/Autofit> Examples: <mm_mapstyle:Scroll> <mm_mapstyle:AutoFit> <mm_frameskip:value> Example: <mm_frameskip:1> Note: overrides the global frameskip parameter for this map <mm_mapzoom:value> Example: <mm_mapzoom:0.15> Note: overrides the global mapzoom parameter for this map <mm_allowmanualscroll:value> Example: <mm_allowmanualscroll:false> Allowed values: true/false Note: overrides the global "Allow Manual Scrolling" parameter for this map <mm_menuzoom:value> Example: <mm_menuzoom:0.75> Note: overrides the global "Menu Zoom" parameter for this map <mm_size:x y> Example: <mm_size:128 128> Note: overrides the global "Width" and "Height" parameters for this map Allow/disallow teleportation. <mm_tp_allow:value> Example: <mm_tp_allow:false> Note: overrides the global "Allow Teleportation" parameter for this map Generate a worldmap-minimap if there is no image (does increase load-time, the first time, for the map) <mm_generate_worldmap> <mm_generate_overworld> Generate regular map (same as mm_generate_overworld but uses a different parameter-color-generator-tag) <mm_generate_map> Generate and overlay a generated passability-map on top of the minimap <mm_generate_passability_overlay> Change the player-blip <mm_player_blip:value> Example to use the realtime player graphic: <mm_player_blip::player> Example to use a custom blip graphic: <mm_player_blip:myCustomPlayerBlip> Note that in the above example, the game requires the image /img/minimap/myCustomPlayerBlip.png" Use another map's mapshot (handy for duplicate maps) <mm_mapshot:map_id> Example: <mm_mapshot:2> Note: leading zero's are optional but not required. To use a different map-image for the map-scene: <mm_menu_bg:imageName> Example: <mm_menu_bg:myFantasticMap> Note1: Must be in png-format Note2: Must be placed in the same folder that also stores the mapshots Note3: If the size differs from the real mapshot (or generated map) then positioning of objects like the player-location may occur. So respect the original size! <mm_fow_enabled:value> // value: true/false Example: <mm_fow_enabled:false> Note: overrides the default "FoW Enabled" parameter <mm_fow_ov:value> // value: name of PNG-image placed in <project>/img/minimap/ Example: <mm_fow_enabled:FoW2> Note: overrides the default "Default FoW Overlay" parameter <mm_fow_radius:value> // value is an integer value with a minimum value of 0. <mm_fow_completion:value> // an integer value (positive or negative) that will add/subtract to the total amount of 'explorable' tiles count for the Fog of War. This will only affect the completion % (how many tiles the player revealed for that map). Event notetags (not case sensitive) mm_show Plugin Commands (not case-sensitive) Minimap Hide Minimap Show Minimap FadeOut Minimap FadeReset Minimap Refresh Minimap RefreshEvents Minimap IncreaseScroll <x> <y> Minimap SetScroll <x> <y> Minimap DeletePOI <poi_id> Minimap Generate_Passability_Overlay <true/false> Minimap Gen_Pass_Ov <true/false> Minimap ShowMapMenu Minimap SetPlayerBlip <filename/:player> Minimap SetFollowTarget <type> <value> Minimap setcamera <type> <value> Allowed types: player, event, coordinate Note: the player-type has no value parameter. Examples: Minimap SetFollowTarget player Minimap SetFollowTarget event 1 Minimap SetFollowTarget coordinate 10 20 Minimap POIDesc <description> Example: Minimap POIDesc An Awesome City! Minimap POI_TP <poi_id x_offset y_offset direction fadeType> Example: Minimap POI_TP 1 1 0 0 0 Note that teleporting with both offsets set to 0, will teleport the player straight into the center of the poi. Vehicles: Minimap RenderVehicle All true/false Minimap RenderVehicle Boat true/false Minimap RenderVehicle Ship true/false Minimap RenderVehicle Airship true/false Minimap RenderVehicle ForceAll true/false // This plugin-command is for custom vehicles. Adding POI's (advanced plugin command!): Minimap AddPOI unique_poi_id, name, real_x, real_y, bitmap folder, bitmap filename, s_x, s_y, s_w, s_h, draw_w, draw_h Example that draws Actor1_3 on tile 10,10: Minimap AddPOI 1 A_Friend 10 10 img/enemies/ Actor1_3 0 0 254 225 64 64 Note: - The real_x & real_y are in maptiles and not in coordinates. 0,0 is in the upper left corner. - name-value replaces underscores _ with spaces. Minimap FoWShowTile x y Minimap FoWHideTile x y Example: Minimap FoWShowTile 10 15 Note: no sanity-checks are performed for these 2 plugin commands. So for example: if you show/hide a tile outside of the map boundaries or supply a NaN-value or other weird value for the x&y, it's your problem. Minimap FoWChangeTiles x1 y1 x2 y2 reveal // reveal: true/false Example to reveal all tiles between 10,10 and 15,15: Minimap FoWChangeTiles 10 10 15 15 true Minimap FoWRevealTiles x1, y1, x2, y2 Minimap FoWHideTiles x1, y1, x2, y2 Minimap FoWRevealAll To fully cover the map again in FoW: Minimap FoWReset value // value is optional and defaults to true. value: true/false. When the value is set to false, the minimap won't remove the FoW around the player immediately after this plugin command. Minimap FoWHideAll // is same as "Minimap FoWReset" shown above. Event comment-tags (case sentitive!) To show an event on the minimap: <mm_show> To add a description to an event (for the minimap-scene) <mm_desc> To add teleport to the event: <mm_tp:offset_x offset_y direction fadeType> Example: <mm_tp:1 0 2 0> Notes: - Offset is the offset in tiles with the event-location itself being 0 0 - Possible direction values: 2 (down), 4 (left), 6 (right), 8 (up). Or use a value of 0 to maintain the current player-facing-direction - Possible fadeType values: 0 (black), 1 (white), 2 (none) Note to other scripters: You can access the variable that contains the window through this: "Silv.Minimap.Window" w/o the quotes. Script Calls & Event triggers (for advanced users & scripters ONLY!) Getting a reference to the minimap window: Silv.Minimap.Window Retrieving the Fog of War completion status: Silv.Minimap.getFowCompletion(mapId); Note 1: mapId is optional (if a map is active) and when left out, it will be replaced with the id of the current map. Note 2: It will return an object Silv.Minimap.Window.onFullyRevealedMap(x, y) is called whenever the map is fully revealed (no more Fog of War tiles left) by the player and the x, y are the coordinates of the last revealed tile. License / Terms For the license and/or terms see: forums.rpgmakerweb.com/index.php?/topic/...h-fog-of-war/&page=1 They are subject to change. #Version #History: v1.14a (17 February 2016) [Updated Parameters] - Fixed a bug that refused to render the minimap mapshots when the project is deployed. - Added support for vehicles including new parameters and plugin commands for this. - Fixed a map-generation-color-bug that I accidentally caused in v1.13. - Removed a circular reference from 1.14. RPG Maker MV is just not compatible with those... v1.13 (09 February 2016) [Updated Parameters] - Added a new parameter to assign the default map visibility. - The plugin command "Minimap Refresh" can now be called when there is no active minimap. - The minimap now automatically attempts to create itself upon gaining the required map-item while the player is on that same map. - Automatic map-generation can now also be performed through regions. Regions override tile-tags but both can be used simultaneously. v1.12 (28 January 2016) - Fixed a crash when the height of the map was bigger than it's width. v1.11 (03 January 2016) [Updated Parameters] - Added Fog of War with new plugin commands. It obviously also works with looping maps, comes with persistence and you can determine what maps have FoW and which don't. - You can optionally customize the Fog overlay image on a per-map-basis. - Added a sample Fog of War overlay-image (FoW.png) to the forum post. I made it using the "The Gimp". - New map-notetags: <mm_fow_enabled:value> <mm_fow_ov:value> <mm_fow_radius:value> <mm_fow_completion:value> - Added a script-call to retrieve the FoW completion status: Silv.Minimap.getFowCompletion(mapId); - Performs well even on super large (overworld) maps. It does use ~60-120MB of RAM on super large maps and only takes up to ~17kb of savegame file-size for super large maps. - Added a new help section: "Script Calls & Event triggers". v1.10 (30 December 2015) - Added the requested option to use a custom map-scene-image that is different from the actual map displayed in the minimap. - Added a new mapnotetag: <mm_menu_bg:customImageName> v1.09 (27 December 2015) - Fixed a crash that occurred when events (other than the last one) were deleted (in the map-editor) leaving behind null-values in the $dataMap. - Renamed the plugin-command alias (before, there was a possible compatibility issue with some of my other scripts). - Minor refactoring again and applied my new coding standards. Aliases are now stored outside of the anonymous function in a single variable. v1.08 (22 December 2015) - Fixed a crash when getting onto a vehicle in the overworld when no minimap was active (line 1099) and when getting off a vehicle. - Improved error reporting - Switched to the Imported-variable. Thus this plugin now requires Silvers Key plugin 1.02! v1.07 (12 December 2015) - New feature: Automatically shows vehicles on the minimap as the playerblip when entering a vehicle. Only applies if "Player Blip Graphic" is set to :player . - Fixed a crash when generating an overworld map without a minimap-image and with the passability-overlay enabled. - Is now compatible with dynamic map/dungeon generators. You can now recreate the minimap by calling: Silv.Minimap.setup(); after generating your random map. v1.06 (06 December 2015) - This plugin is now compatible with Yanfly's "Main Menu Manager" plugin. It also automatically disables (or even hides if you want) the map-menu-command if you do not have an active minimap or simply do not possess the required items. - Added a new mapnotetag: <mm_mapshot:map_id>. This one is used to display a mapshot from a different map in the current map. Handy in case you have duplicate maps to prevent ending up with duplicate minimap images in your project folder. - Removed a console.log() that I forgot to remove in 1.05 before release. v1.05 (30 November 2015) - I accidentally had some global variables declared above the window-initialization, I made them local now to save memory and to prevent incompatibility issues with other scripts. - Fixed a crash when fading the scene without an active minimap. v1.04 (27 November 2015) [Updated Parameters] - Disabled strict-mode (Either Javascript or RPG Maker seems not to support this fully...). - Fixed a typo that caused the minimap to not resize in height. - Grouped the player-blink parameters together and removed the unused "Draw Player Icon" parameter (v.1.03 only removed it partially). - New feature: focus the minimap-camera onto (moving-)events, coordinates or the player. - Minor refactoring. v1.03 (26 November 2015) [Updated Parameters] - New feature: Use custom player blip. - 2 new parameters: "Render Player Blip" & "Player Blip Graphic" and new mapnotetag: <mm_player_blip::player> and a new plugin parameter "Minimap setplayerblip <value>". - Removed parameter "Draw Player Icon". - Added a parameter to change minimap-opacity. - Added plugin commands and map-notetags to switch between AutoScroll and Autofit map-modes, <mm_mapstyle:Scroll/Autofit> v1.02 (25 November 2015) [Updated Parameters] - Enabled strict mode. - Added the 'Minimap ShowMapMenu' plugin-command. - New feature: can now generate overworld-minimaps (w/o requiring mapshots) with the map-notetag: <mm_generate_worldmap> or <mm_generate_overworld> or <mm_generate_map>]. - New feature: generate passability overlay. Also comes with new map-notetag & plugin command. Supports 4-direction-passability. - New feature: You can now (optional) open the minimap-menu through a keybinding and also close it with that same keybinding (if the left-menu is active). - Fixed the minimap-visibility again (it was still not properly fixed in v1.01). - Now requires Silvers Keybinding script 1.01 instead of 1.00. v1.01 (24 November 2015) [Updated Parameters] - Fixed the player-blip becoming invisible when walking on grass. Because of this I had to add 2 more advanced parameters. - Fixed: The minimap no longer automatically shows itself again when it was manually hidden after opening a menu. - Updated the version number to 1.01 (it was still 0.91) in the plugin description. - Cleaned up some more out-commented code. - Fixed: minimap can now hide again when it contains POI's. - Fixed a bug that would not 'dispose' the minimap-window when getting rid of a minimap within a scene because the Scene_Map still had a references in it's children to the map. This also increases performance. v1.00 (23 November 2015) - First release. v0.90-0.92 (November 2015) - First alpha release. |
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Администратор запретил публиковать записи гостям.
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Отображение ивента с плагином Minimap 9 года 2 мес. назад #93714
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Написать в заметках у ивента: "mm_show", не? Либо же "<mm_show>".
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Последнее редактирование: 9 года 2 мес. назад от Демий.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: HaMHamilio
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Отображение ивента с плагином Minimap 9 года 2 мес. назад #93797
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Да нужно было просто написать в заметках у ивента "<mm_show>".
Огромное спасибо ) |
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Администратор запретил публиковать записи гостям.
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