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    [AJUDA] Script de COrdenadas

    lovins
    lovins
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    [AJUDA] Script de COrdenadas Empty [AJUDA] Script de COrdenadas

    Mensagem por lovins Sex Ago 12, 2011 2:29 pm

    Quero deixar esse script:
    Spoiler:

    Nesse lugar AKie:
    https://2img.net/r/ihimg/photo/my-images/16/unled2copyoz.png/


    _________________
    [AJUDA] Script de COrdenadas 616s9EW
    LeonM²
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    [AJUDA] Script de COrdenadas Empty Re: [AJUDA] Script de COrdenadas

    Mensagem por LeonM² Sex Ago 12, 2011 8:30 pm

    kra eu posso fazer isso mas manda ae o script de minimapa que vc usa pois fica dificil no chute
    lovins
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    [AJUDA] Script de COrdenadas Empty Re: [AJUDA] Script de COrdenadas

    Mensagem por lovins Sex Ago 12, 2011 8:54 pm

    Ta akie
    Código:
    #===============================================================================
    # Por Squall / Imagens de Exemplo por NicholasRg
    #-------------------------------------------------------------------------------
    # Para que a posição dos seus NPCs, inimigos ou teleportes apareça
    # no mapa você deve adicionar comentários neste eventos,
    # Entre no comando de eventos e selecione o comando comentário.
    # Digite event para eventos
    # Digite enemy para inimigos
    # Digite teleport para teletransportes
    #===============================================================================

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

    #==============================================================================
    # ■ Map_Base
    #------------------------------------------------------------------------------
    #  Base class for mini maps
    #
    # made by squall // squall@loeher.zzn.com
    #==============================================================================

    class Map_Base
    MP_VERSION = 5
    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    def initialize(corner, use_windowskin)
    @tileset_name = $game_map.tileset_name
    @bg = Window_Base.new(0, 0, 144, 112)
    @bg.z = 9000
    if no_display?
    @bg.windowskin = nil
    else
    unless use_windowskin
    @bg.dispose
    @bg = Window_Base.new(0, 0, 160, 128)
    @bg.contents = Bitmap.new(128, 96)
    @bg.windowskin = RPG::Cache.windowskin("Blank")
    bmp = RPG::Cache.picture("mapback")
    @bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96))
    @bg.z = 9015
    end
    end
    @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
    self.back_opacity = 250
    self.opacity = 250
    case corner
    when 1
    self.x = 16
    self.y = 16
    when 2
    self.x = 640 - width - 16
    self.y = 16
    when 3
    self.x = 16
    self.y = 480 - height - 16
    when 4
    self.x = 640 - width - 16
    self.y = 480 - height - 16
    else
    self.x = 16
    self.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
    @bg.dispose
    @map.bitmap.dispose
    @map.dispose
    @event.bitmap.dispose
    @event.dispose
    end
    #--------------------------------------------------------------------------
    # ● map
    #--------------------------------------------------------------------------
    def map
    return @map
    end
    #--------------------------------------------------------------------------
    # ● event
    #--------------------------------------------------------------------------
    def event
    return @event
    end
    #--------------------------------------------------------------------------
    # ● width
    #--------------------------------------------------------------------------
    def width
    return 128
    end
    #--------------------------------------------------------------------------
    # ● opacity=
    #--------------------------------------------------------------------------
    def height
    return 96
    end
    #--------------------------------------------------------------------------
    # ● opacity=
    #--------------------------------------------------------------------------
    def visible=(bool)
    @bg.visible = bool
    @event.visible = bool
    @map.visible = bool
    end
    #--------------------------------------------------------------------------
    # ● opacity
    #--------------------------------------------------------------------------
    def visible
    return @bg.visible
    end
    #--------------------------------------------------------------------------
    # ● opacity=
    #--------------------------------------------------------------------------
    def opacity=(opacity)
    @event.opacity = opacity
    @map.opacity = opacity
    end
    #--------------------------------------------------------------------------
    # ● opacity
    #--------------------------------------------------------------------------
    def opacity
    return @event.opacity
    end
    #--------------------------------------------------------------------------
    # ● back_opacity=
    #--------------------------------------------------------------------------
    def back_opacity=(opacity)
    @bg.opacity = opacity
    @bg.contents_opacity = opacity if @bg.contents != nil
    end
    #--------------------------------------------------------------------------
    # ● back_opacity
    #--------------------------------------------------------------------------
    def back_opacity
    return @bg.opacity
    end
    #--------------------------------------------------------------------------
    # ● x=
    #--------------------------------------------------------------------------
    def x=(x)
    @bg.x = x - (@bg.width - 128) / 2
    @event.x = x + 8
    @map.x = x + 8
    end
    #--------------------------------------------------------------------------
    # ● x
    #--------------------------------------------------------------------------
    def x
    return @bg.x
    end
    #--------------------------------------------------------------------------
    # ● y=
    #--------------------------------------------------------------------------
    def y=(y)
    @bg.y = y - (@bg.height - 96) / 2
    @event.y = y + 8
    @map.y = y + 8
    end
    #--------------------------------------------------------------------------
    # ● y
    #--------------------------------------------------------------------------
    def y
    return @bg.y
    end
    #--------------------------------------------------------------------------
    # ● map_width
    #--------------------------------------------------------------------------
    def map_width
    return $game_map.width * 112/20
    end
    #--------------------------------------------------------------------------
    # ● map_height
    #--------------------------------------------------------------------------
    def map_height
    return $game_map.height * 80/15
    end
    #--------------------------------------------------------------------------
    # ● display_x
    #--------------------------------------------------------------------------
    def display_x
    return $game_map.display_x / 128 * 112/20
    end
    #--------------------------------------------------------------------------
    # ● map_height
    #--------------------------------------------------------------------------
    def display_y
    return $game_map.display_y / 128 * 80/15
    end
    end
    #==============================================================================
    # ■ Map_Mini
    #------------------------------------------------------------------------------
    #  Base class for mini maps
    #
    # made by squall // squall@loeher.zzn.com
    #==============================================================================

    class Map_Mini < Map_Base
    #--------------------------------------------------------------------------
    # ● initialize
    #--------------------------------------------------------------------------
    def initialize(corner, use_windowskin)
    super(corner, use_windowskin)
    unless no_map_display?
    draw_map
    end
    end
    #--------------------------------------------------------------------------
    # ● update
    #--------------------------------------------------------------------------
    def update
    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
    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
    end
    end
    #==============================================================================
    # ■ Map_Event
    #------------------------------------------------------------------------------
    #  draw the events and hero position
    #==============================================================================

    class Map_Event < Map_Mini
    #--------------------------------------------------------------------------
    # ● initialize
    #--------------------------------------------------------------------------
    def initialize(corner = 4, windowskin = true)
    super(corner, windowskin)
    @dots = []
    end
    #--------------------------------------------------------------------------
    # ● refresh_dots
    #--------------------------------------------------------------------------
    def refresh_event_dots
    for event in $game_map.events.values
    bitmap = nil
    x = event.x * map_width / $game_map.width
    y = event.y * map_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] == "event"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "enemy"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0].include?("teleport")
    bitmap = RPG::Cache.picture("teleport")
    break
    elsif event.list[i].parameters[0] == "chest"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "npc"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "savepoint"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    else
    bitmap = nil
    end
    end
    end
    @dots.push([x, y, bitmap])
    end
    end
    #--------------------------------------------------------------------------
    # ● refresh_dots
    #--------------------------------------------------------------------------
    def refresh_player_dot
    x = $game_player.x * map_width / $game_map.width
    y = $game_player.y * map_height / $game_map.height
    bitmap = RPG::Cache.picture("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
    unless dot[2] == nil
    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)
    end
    end
    #==============================================================================
    # ■ Map_Full
    #------------------------------------------------------------------------------
    # made by squall // squall@loeher.zzn.com
    #==============================================================================

    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_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] == "event"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "enemy"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0].include?("teleport")
    bitmap = RPG::Cache.picture("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] == "chest"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "npc"
    bitmap = RPG::Cache.picture(event.list[i].parameters[0])
    break
    elsif event.list[i].parameters[0] == "savepoint"
    bitmap = RPG::Cache.picture(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))
    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
    #--------------------------------------------------------------------------
    # ● refresh_dots
    #--------------------------------------------------------------------------
    def draw_player_dot
    x = $game_player.x * width / $game_map.width
    y = $game_player.y * height / $game_map.height
    bitmap = RPG::Cache.picture("hero")
    @event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4))
    end
    end

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

    class Scene_MiniMap
    #--------------------------------------------------------------------------
    # ● main
    #--------------------------------------------------------------------------
    def main
    @map = Map_Full.new
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    @map.dispose
    end
    #--------------------------------------------------------------------------
    # ● Update the contents of all five windows on the main menu
    #--------------------------------------------------------------------------
    def update
    if Input.trigger?(Input::B) | Input.trigger?(Input::ALT)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
    end
    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 picture named mapback in your picture folder.
    #==============================================================================

    class Scene_Map
    alias main_minimap main
    alias update_minimap update
    alias transfer_minimap transfer_player
    #--------------------------------------------------------------------------
    # ● initialize
    #--------------------------------------------------------------------------
    def initialize
    @corner = 4 # 1 or 2 or 3 or 4
    @use_windowskin = false # true or false
    end
    #--------------------------------------------------------------------------
    # ● main
    #--------------------------------------------------------------------------
    def main
    @event_map = Map_Event.new(@corner, @use_windowskin)
    main_minimap
    @event_map.dispose
    end
    #--------------------------------------------------------------------------
    # ● update
    #--------------------------------------------------------------------------
    def update
    @event_map.update
    if $game_system.map_interpreter.running?
    @event_map.visible = false
    else
    @event_map.visible = true
    end
    if Input.trigger?(Input::ALT)
    $game_system.se_play($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, @use_windowskin)
    end
    end
     


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      Data/hora atual: Qua maio 01, 2024 11:10 pm