Does anyone know how to use this map script?

Roninator2

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What are you trying to do? It looks fairly straight forward. The instructions are sort of embedded in the demo. Script calls listed in the script header.
 

tale

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ImageWorldMap script uses Arlmechia_Minimized.jpg, Quill_New.png (in Graphics/Pictures folder)

You can use your own images however you have to update image name in the script.
Line 71 for cursor image. Line 114 for map image. (case sensitive)

Starting on line 131, you can set coordinates for your map.
You need a paint program to see where to put coordinates for location.

Once you open map image with paint editor. Move mouse cursor to where you want location to be.
Image editor should tell you where X,Y coordinate are from the mouse cursor pointer.


:map_x => 163,
:map_y => 414,

Database > Items > click on the icon > select an icon


Bottom left box is an Index for map_icon_index.

:transfer_mapid => is number id of your map.
If you have 3 maps. Id could be 1 2 or 3.
You can reuse map id if transfer is on the same map.

Transfer coordinates are based on the VX Ace map editor.
Pick a spot and put the coordinate for transfer x,y in the script.


:transfer_f => is where player facing (2 is down, 4 is left, 6 is right, 8 is up)

To add more Map points, after line 166- press enter to start a new line.
And copy this below & paste into a blank line.
Code:
   MAP_POINTS.push({:name=>'insert',
       :map_x => ,
       :map_y => ,
       :map_icon_index => 189,
       :transfer_mapid => ,
       :transfer_x => ,
       :transfer_y => ,
       :transfer_f => ,
       :default => true});
Event setup-
3rd page of Event Commands > Advanced - Script... - put
Code:
loc = 'current map name'
call_worldmap(loc)
Note: current map name is map name you used from script

When using this script call, it'll open up a world map.
 

Wavelength

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I've moved this thread to RGSS Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

QueenTeaYT

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What are you trying to do? It looks fairly straight forward. The instructions are sort of embedded in the demo. Script calls listed in the script header.
Maybe I just don't know enough about the program's terminology but when I tried reading those I ended up confused. I'll do my research first before asking next time!
 

QueenTeaYT

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ImageWorldMap script uses Arlmechia_Minimized.jpg, Quill_New.png (in Graphics/Pictures folder)

You can use your own images however you have to update image name in the script.
Line 71 for cursor image. Line 114 for map image. (case sensitive)

Starting on line 131, you can set coordinates for your map.
You need a paint program to see where to put coordinates for location.

Once you open map image with paint editor. Move mouse cursor to where you want location to be.
Image editor should tell you where X,Y coordinate are from the mouse cursor pointer.


:map_x => 163,
:map_y => 414,

Database > Items > click on the icon > select an icon


Bottom left box is an Index for map_icon_index.

:transfer_mapid => is number id of your map.
If you have 3 maps. Id could be 1 2 or 3.
You can reuse map id if transfer is on the same map.

Transfer coordinates are based on the VX Ace map editor.
Pick a spot and put the coordinate for transfer x,y in the script.


:transfer_f => is where player facing (2 is down, 4 is left, 6 is right, 8 is up)

To add more Map points, after line 166- press enter to start a new line.
And copy this below & paste into a blank line.
Code:
   MAP_POINTS.push({:name=>'insert',
       :map_x => ,
       :map_y => ,
       :map_icon_index => 189,
       :transfer_mapid => ,
       :transfer_x => ,
       :transfer_y => ,
       :transfer_f => ,
       :default => true});
Event setup-
3rd page of Event Commands > Advanced - Script... - put
Code:
loc = 'current map name'
call_worldmap(loc)
Note: current map name is map name you used from script

When using this script call, it'll open up a world map.
Thank you so much! This is so helpful! >.<
 

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