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ТЕМА: Отображение ивента с плагином Minimap
Отображение ивента с плагином Minimap 8 года 3 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. |
Администратор запретил публиковать записи гостям.
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Отображение ивента с плагином Minimap 8 года 3 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: 8 года 3 мес. назад от Демий.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: HaMHamilio
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Отображение ивента с плагином Minimap 8 года 3 мес. назад #93797
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Да нужно было просто написать в заметках у ивента "<mm_show>".
Огромное спасибо ) |
Администратор запретил публиковать записи гостям.
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