Encounter Indicator

Roninator2

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Can anyone suggest a way to fix an issue I'm having?


I have Racheal's Encounter Pointer script, which is awesome. (Restaff February 2014)

Code:
#==============================================================================
# Encounter Indicator
# by: Racheal
# Version 1.0
# Created: 04/02/2014
#==============================================================================
# Displays an image that changes as a random encounter gets closer.
# Image does not display on a map with no encounters or if the hide switch is
# on.
#==============================================================================
# Instructions:
# * Insert in the Materials section
# * Configure to your liking below
#==============================================================================

#==============================================================================
# Customization
#==============================================================================

module Racheal
  module Encounter
    #Switch ID that will hide the indicator when on.
    HIDE_SWITCH = 5
   
    #Names of the indicator pictures.
    #Should be located in the Graphics/Pictures folder
    PICTURES = ["EInd_Green", "EInd_Yellow", "EInd_Orange", "EInd_Red"]
   
    #Percents at which the indicator changes.
    #Should have the same number of elements as the pictures list above.
    #Should also start with 100.
    PERCENTS = [100, 50, 25, 10]
  end
end

#==============================================================================
# End Customization
#==============================================================================

class Game_Player < Game_Character
  attr_reader :encounter_count
  attr_reader :encounter_max
  #--------------------------------------------------------------------------
  # * Create Encounter Count
  #--------------------------------------------------------------------------
  alias encounter_display_make_encounter_count make_encounter_count
  def make_encounter_count
    encounter_display_make_encounter_count
    @encounter_max = @encounter_count
  end
end

#==============================================================================

class Sprite_Encounter < Sprite_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
  end
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose
    bitmap.dispose if bitmap
    super
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    hide = $game_switches[Racheal::Encounter::HIDE_SWITCH]
    self.visible = !(hide or no_encounters?)
    return unless visible
    percent = $game_player.encounter_count * 100 / $game_player.encounter_max
    rate = 0
    Racheal::Encounter::PERCENTS.each_with_index { |max, index|
      rate = index if percent < max
    }
    new_bitmap = Cache.picture(Racheal::Encounter::PICTURES[rate])
    if bitmap != new_bitmap
      self.bitmap = new_bitmap
    end
  end
  #--------------------------------------------------------------------------
  # * No Encounters
  #--------------------------------------------------------------------------
  def no_encounters?
    return true if $game_system.encounter_disabled
    return true if $game_player.make_encounter_troop_id == 0
    return false
  end
end

#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Timer Sprite
  #--------------------------------------------------------------------------
  alias encounter_display_spriteset_map_create_timer create_timer
  def create_timer
    encounter_display_spriteset_map_create_timer
    @encounter_sprite = Sprite_Encounter.new(@viewport2)
  end
  #--------------------------------------------------------------------------
  # * Free Timer Sprite
  #--------------------------------------------------------------------------
  alias encounter_display_spriteset_map_dispose_timer dispose_timer
  def dispose_timer
    encounter_display_spriteset_map_dispose_timer
    @encounter_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Timer Sprite
  #--------------------------------------------------------------------------
  alias encounter_display_spriteset_map_update_timer update_timer
  def update_timer
    encounter_display_spriteset_map_update_timer
    @encounter_sprite.update
  end
end




And Victor Sant Light Effects. https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/light-effects/


What happens is that when I go into an area that is with a shade, the encounter pointer is layered under the shade, thus making it hard to see.


pointer.png

Khas Script
https://forums.rpgmakerweb.com/index.php?threads/khas-awesome-light-effects.4917/
 
Last edited:

Roninator2

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I have swapped over to Khas Awesome Light (the old one) and the same results happen. I think I need to add in a viewport.z option in Racheal's script to make the pictures shown be on top of the shade layer. But I don't know enough about ruby to even try that.
 

Sixth

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Search for this line in that encounter indicator script:
Code:
@encounter_sprite = Sprite_Encounter.new(@viewport2)
Change that to this:
Code:
@encounter_sprite = Sprite_Encounter.new(@viewport3)
If this still doesn't work, add a new line just below the one you modified:
Code:
@encounter_sprite.z = 500
This should place it above the shadow tint layer.

It was a good while ago since I checked Khas' lighting script, so if it uses a separate viewport for the shadow tint layer, you might need some other modifications to show the indicator above the shadow layer (such as assigning the same viewport to both of them and setting the Z value of the indicator higher than the shadow layer's Z value).
 

Roninator2

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Thanks @Sixth , I'm glad you can provide help for the code.
I was able to play with what you provided and I got it to work with
@encounter_sprite = Sprite_Encounter.new(@viewport4)
@encounter_sprite.z = 500

Viewport 3 did not work for me. But if had the .z at 5000 then viewport 3 worked (if I remember now - it was a blur of testing options)

Since this is resolved can you provide the same input of where to add in a line or what to modify for the minimap I have. (it's the only one I could get working with my game - all other had issues) - that is to make it above the shade.
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆ Minimap - KMS_MiniMap ◆ VXAce ◆
#_/    ◇ Last update : 2012/02/12  (TOMY@Kamesoft) ◇
#_/    ◇ Website: http://ytomy.sakura.ne.jp/ ◇
#_/    ◇ Translated by Mr. Bubble ◇
#_/----------------------------------------------------------------------------
#_/ Createts a minimap HUD based off the passability settings of the map.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
# This script is plug-and-play, but various customization options are available.
#----------------------------------------------------------------------------
#   Map Notetags
#----------------------------------------------------------------------------
# Notetags are added to "Notes" boxes. Right-click a map and select
# Map Properties to find the "Notes" box for maps.
#
# <minimap hide>
#   Completely disables the minimap on a specific map. [NOMAP] can also be
#   added to the beginning of map names for the same effect.
#----------------------------------------------------------------------------
#   Event Comment Tags
#----------------------------------------------------------------------------
# Since events do not have noteboxes, comment tags are used instead. Open the
# event, create a new event command, go to Tab 1, and click the "Comment..."
# event command. A box will open up allowing you to enter tags.
#
# <minimap wall>
#   Add this tag to an event's comment to change its minimap color to the
#   same as an impassable tile.
#
# <minimap move>
#   Add this tag to an event's comment to have them blink in the minimap.
#
# <minimap obj n>
#   Add this tag to an event's comment to have them blink in the minimap with
#   a specified color where n is the OBJ value defined in OBJECT_COLOR which
#   is found in the customization module below.
#----------------------------------------------------------------------------
#   Script Calls
#----------------------------------------------------------------------------
# Script calls are used in "Script..." event commands located under Tab 3.
#
# hide_minimap
#   Use this script call to hide the minimap on command.
#
# show_minimap
#   Use this script call to show the minimap on command.
#
# refresh_minimap
#   Use this script call to refresh the minimap.
#
# update_minimap_object
#   Use this script call to refresh objects on the minimap such as events.
#----------------------------------------------------------------------------
#   Script Calls : Conditional Branches
#----------------------------------------------------------------------------
# The following script calls can be used in Conditional Branches.
#
# minimap_showing?
#   Determines if the minimap is currently showing/hidden.
#----------------------------------------------------------------------------
#   Usage Notes
#----------------------------------------------------------------------------
# Impassable events will not appear as the correct color in the minimap.
# This effect is intended. If you want an event to appear as impassable
# on the minimap, add the tag <minimap wall> to an event's comment.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ★ BEGIN Setting ★
#==============================================================================
module KMS_MiniMap
  # * Minimap Display Toggle Button
  # Set to nil to disable this function
  SWITCH_BUTTON = :Y

  # * Minimap Size and Position (x, y, width, height)
  MAP_RECT = Rect.new(500, 0, 140, 140)
  # * Minimap z-layer Priority
  # Glitchy if this value is set too high
  MAP_Z = 120
  # * Minimap Grid Size
  #   A size of 3 or higher is recommended
  GRID_SIZE = 5

  # * Mini-Map Color Settings
  #                  Color.new(red, green, blue, opacity)
  FOREGROUND_COLOR = Color.new(224, 224, 255, 160)  # Foreground (passable)
  BACKGROUND_COLOR = Color.new(  0,   0, 160, 160)  # Background (not passable)
  POSITION_COLOR   = Color.new(255,   0,   0, 192)  # Current Position color
  MOVE_EVENT_COLOR = Color.new(255, 160,   0, 192)  # Moving event color
  VEHICLE_COLOR    = Color.new( 96, 128,   0, 192)  # Vehicle color

  # * Object Color Presets
  #   Create custom color presets for events tagged with the
  #   corresponding OBJ tag
  OBJECT_COLOR = [
  # Color.new(red, green, blue, opacity)
    Color.new(  0, 128,   0, 192),  # OBJ 1
    Color.new(  0, 160, 160, 192),  # OBJ 2
    Color.new(160,   0, 160, 192),  # OBJ 3
   
    # More color presets may be added in this array where OBJ number is
    # determined by the position in the list (OBJ 4, OBJ 5, etc.)
 
  ]  # <- Do not delete this line

  # * Minimap Blinking Frequency
  # Values 5~8 are recommended
  BLINK_LEVEL = 7

  # * Minimap Cache Setting
  #   This script creates a cache for each map. If the number of cached
  #   maps exceed CACHE_NUM, oldest cached maps are deleted.
  CACHE_NUM = 10
end
#==============================================================================
# ☆ END Setting ☆
#==============================================================================

$kms_imported = {} if $kms_imported == nil
$kms_imported["MiniMap"] = true

module KMS_MiniMap
  # ミニマップ非表示
  REGEX_NO_MINIMAP_NOTE = /<(?:ミニマップ|MINIMAP)\s*(?:非表示|HIDE)>/i
  REGEX_NO_MINIMAP_NAME = /\[NOMAP\]/i

  # 障害物
  REGEX_WALL_EVENT = /<(?:ミニマップ|MINIMAP)\s*(?:壁|障害物|WALL)>/i

  # 移動イベント
  REGEX_MOVE_EVENT = /<(?:ミニマップ|MINIMAP)\s*(?:移動|MOVE)>/i

  # オブジェクト
  REGEX_OBJECT = /<(?:ミニマップ|MINIMAP)\s+OBJ(?:ECT)?\s*(\d+)>/i
end

# *****************************************************************************

#==============================================================================
# □ KMS_Commands
#==============================================================================

module KMS_Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ ミニマップを表示
  #--------------------------------------------------------------------------
  def show_minimap
    $game_temp.minimap_manual_visible = true
    $game_system.minimap_show         = true
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップを隠す
  #--------------------------------------------------------------------------
  def hide_minimap
    $game_system.minimap_show = false
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ表示状態の取得
  #--------------------------------------------------------------------------
  def minimap_showing?
    return $game_system.minimap_show
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップをリフレッシュ
  #--------------------------------------------------------------------------
  def refresh_minimap
    return unless SceneManager.scene_is?(Scene_Map)

    $game_map.refresh if $game_map.need_refresh
    SceneManager.scene.refresh_minimap
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップのオブジェクトを更新
  #--------------------------------------------------------------------------
  def update_minimap_object
    return unless SceneManager.scene_is?(Scene_Map)

    $game_map.refresh if $game_map.need_refresh
    SceneManager.scene.update_minimap_object
  end
end

#==============================================================================
# ■ Game_Interpreter
#==============================================================================

class Game_Interpreter
  # イベントコマンドから直接コマンドを叩けるようにする
  include KMS_Commands
end

#==============================================================================
# ■ RPG::Map
#==============================================================================

class RPG::Map
  #--------------------------------------------------------------------------
  # ○ ミニマップのキャッシュ生成
  #--------------------------------------------------------------------------
  def create_minimap_cache
    @__minimap_show = true

    note.each_line { |line|
      if line =~ KMS_MiniMap::REGEX_NO_MINIMAP_NOTE  # マップ非表示
        @__minimap_show = false
      end
    }
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ表示
  #--------------------------------------------------------------------------
  def minimap_show?
    create_minimap_cache if @__minimap_show.nil?
    return @__minimap_show
  end
end

#==============================================================================
# ■ RPG::MapInfo
#==============================================================================

class RPG::MapInfo
  #--------------------------------------------------------------------------
  # ● マップ名取得
  #--------------------------------------------------------------------------
  def name
    return @name.gsub(/\[.*\]/) { "" }
  end
  #--------------------------------------------------------------------------
  # ○ オリジナルマップ名取得
  #--------------------------------------------------------------------------
  def original_name
    return @name
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップのキャッシュ生成
  #--------------------------------------------------------------------------
  def create_minimap_cache
    @__minimap_show = !(@name =~ KMS_MiniMap::REGEX_NO_MINIMAP_NAME)
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ表示
  #--------------------------------------------------------------------------
  def minimap_show?
    create_minimap_cache if @__minimap_show == nil
    return @__minimap_show
  end
end

#==============================================================================
# ■ Game_Temp
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :minimap_manual_visible  # ミニマップ手動表示切り替えフラグ
  #--------------------------------------------------------------------------
  # ○ オブジェクト初期化
  #--------------------------------------------------------------------------
  alias initialize_KMS_MiniMap initialize
  def initialize
    initialize_KMS_MiniMap

    @minimap_manual_visible = true
  end
end

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :minimap_show  # ミニマップ表示フラグ
  #--------------------------------------------------------------------------
  # ○ オブジェクト初期化
  #--------------------------------------------------------------------------
  alias initialize_KMS_MiniMap initialize
  def initialize
    initialize_KMS_MiniMap

    @minimap_show = true
  end
end

#==============================================================================
# ■ Game_Map
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # ○ 定数
  #--------------------------------------------------------------------------
  MINIMAP_FADE_NONE = 0  # ミニマップ フェードなし
  MINIMAP_FADE_IN   = 1  # ミニマップ フェードイン
  MINIMAP_FADE_OUT  = 2  # ミニマップ フェードアウト
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :minimap_fade
  #--------------------------------------------------------------------------
  # ○ ミニマップを表示するか
  #--------------------------------------------------------------------------
  def minimap_show?
    return $data_mapinfos[map_id].minimap_show? && @map.minimap_show?
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップをフェードイン
  #--------------------------------------------------------------------------
  def fadein_minimap
    @minimap_fade = MINIMAP_FADE_IN
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップをフェードアウト
  #--------------------------------------------------------------------------
  def fadeout_minimap
    @minimap_fade = MINIMAP_FADE_OUT
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  alias refresh_KMS_MiniMap refresh
  def refresh
    refresh_KMS_MiniMap

    SceneManager.scene.refresh_minimap if SceneManager.scene_is?(Scene_Map)
  end
end

#==============================================================================
# ■ Game_Event
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # ○ ミニマップ用のキャッシュを作成
  #--------------------------------------------------------------------------
  def __create_minimap_cache
    @__last_page = @page
    @__minimap_wall_event  = false
    @__minimap_move_event  = false
    @__minimap_object_type = -1

    return if @page.nil?

    @page.list.each { |cmd|
      # 注釈以外に到達したら離脱
      break unless [108, 408].include?(cmd.code)

      # 正規表現判定
      case cmd.parameters[0]
      when KMS_MiniMap::REGEX_WALL_EVENT
        @__minimap_wall_event = true
      when KMS_MiniMap::REGEX_MOVE_EVENT
        @__minimap_move_event = true
      when KMS_MiniMap::REGEX_OBJECT
        @__minimap_object_type = $1.to_i
      end
    }
  end
  private :__create_minimap_cache
  #--------------------------------------------------------------------------
  # ○ グラフィックがあるか
  #--------------------------------------------------------------------------
  def graphic_exist?
    return (character_name != "" || tile_id > 0)
  end
  #--------------------------------------------------------------------------
  # ○ 障害物か
  #--------------------------------------------------------------------------
  def is_minimap_wall_event?
    if @__minimap_wall_event.nil? || @__last_page != @page
      __create_minimap_cache
    end

    return @__minimap_wall_event
  end
  #--------------------------------------------------------------------------
  # ○ 移動イベントか
  #--------------------------------------------------------------------------
  def is_minimap_move_event?
    if @__minimap_move_event.nil? || @__last_page != @page
      __create_minimap_cache
    end

    return @__minimap_move_event
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップオブジェクトか
  #--------------------------------------------------------------------------
  def is_minimap_object?
    if @__minimap_object_type.nil? || @__last_page != @page
      __create_minimap_cache
    end

    return @__minimap_object_type > 0
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップオブジェクトタイプ
  #--------------------------------------------------------------------------
  def minimap_object_type
    if @__minimap_object_type.nil? || @__last_page != @page
      __create_minimap_cache
    end

    return @__minimap_object_type
  end
end

#==============================================================================
# □ Game_MiniMap
#------------------------------------------------------------------------------
#   ミニマップを扱うクラスです。
#==============================================================================

class Game_MiniMap
  #--------------------------------------------------------------------------
  # ○ 構造体
  #--------------------------------------------------------------------------
  Point = Struct.new(:x, :y)
  Size  = Struct.new(:width, :height)
  PassageCache = Struct.new(:map_id, :table, :scan_table)
  #--------------------------------------------------------------------------
  # ○ クラス変数
  #--------------------------------------------------------------------------
  @@passage_cache = []  # 通行フラグテーブルキャッシュ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(tilemap)
    @map_rect  = KMS_MiniMap::MAP_RECT
    @grid_size = [KMS_MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @grid_num = Point.new(
      (@map_rect.width  + @grid_size - 1) / @grid_size,
      (@map_rect.height + @grid_size - 1) / @grid_size
    )
    @draw_grid_num    = Point.new(@grid_num.x + 2, @grid_num.y + 2)
    @draw_range_begin = Point.new(0, 0)
    @draw_range_end   = Point.new(0, 0)
    @tilemap = tilemap

    @last_x = $game_player.x
    @last_y = $game_player.y

    @showing = false
    @hiding  = false

    create_sprites
    refresh

    unless $game_temp.minimap_manual_visible
      self.opacity = 0
    end
  end
  #--------------------------------------------------------------------------
  # ○ スプライト作成
  #--------------------------------------------------------------------------
  def create_sprites
    @viewport   = Viewport.new(@map_rect)
    @viewport.z = KMS_MiniMap::MAP_Z

    # ビットマップサイズ計算
    @bmp_size = Size.new(
      (@grid_num.x + 2) * @grid_size,
      (@grid_num.y + 2) * @grid_size
    )
    @buf_bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)

    # マップ用スプライト作成
    @map_sprite   = Sprite.new(@viewport)
    @map_sprite.x = -@grid_size
    @map_sprite.y = -@grid_size
    @map_sprite.z = 0
    @map_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)

    # オブジェクト用スプライト作成
    @object_sprite   = Sprite_MiniMapIcon.new(@viewport)
    @object_sprite.x = -@grid_size
    @object_sprite.y = -@grid_size
    @object_sprite.z = 1
    @object_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)

    # 現在位置スプライト作成
    @position_sprite   = Sprite_MiniMapIcon.new
    @position_sprite.x = @map_rect.x + @grid_num.x / 2 * @grid_size
    @position_sprite.y = @map_rect.y + @grid_num.y / 2 * @grid_size
    @position_sprite.z = @viewport.z + 2
    bitmap = Bitmap.new(@grid_size, @grid_size)
    bitmap.fill_rect(bitmap.rect, KMS_MiniMap::POSITION_COLOR)
    @position_sprite.bitmap = bitmap
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    @buf_bitmap.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
    @viewport.dispose
  end
  #--------------------------------------------------------------------------
  # ○ 可視状態取得
  #--------------------------------------------------------------------------
  def visible
    return @map_sprite.visible
  end
  #--------------------------------------------------------------------------
  # ○ 可視状態設定
  #--------------------------------------------------------------------------
  def visible=(value)
    @viewport.visible        = value
    @map_sprite.visible      = value
    @object_sprite.visible   = value
    @position_sprite.visible = value
  end
  #--------------------------------------------------------------------------
  # ○ 不透明度取得
  #--------------------------------------------------------------------------
  def opacity
    return @map_sprite.opacity
  end
  #--------------------------------------------------------------------------
  # ○ 不透明度設定
  #--------------------------------------------------------------------------
  def opacity=(value)
    @map_sprite.opacity      = value
    @object_sprite.opacity   = value
    @position_sprite.opacity = value
  end
  #--------------------------------------------------------------------------
  # ○ リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    update_draw_range
    update_passage_table
    update_object_list
    update_position
    draw_map
    draw_object
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ○ フェードイン
  #--------------------------------------------------------------------------
  def fadein
    @showing = true
    @hiding  = false
  end
  #--------------------------------------------------------------------------
  # ○ フェードアウト
  #--------------------------------------------------------------------------
  def fadeout
    @showing = false
    @hiding  = true
  end
  #--------------------------------------------------------------------------
  # ○ キー入力更新
  #--------------------------------------------------------------------------
  def update_input
    return if KMS_MiniMap::SWITCH_BUTTON.nil?

    if Input.trigger?(KMS_MiniMap::SWITCH_BUTTON)
      if opacity < 255 && !@showing
        $game_temp.minimap_manual_visible = true
        fadein
      elsif opacity > 0 && !@hiding
        $game_temp.minimap_manual_visible = false
        fadeout
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ 描画範囲更新
  #--------------------------------------------------------------------------
  def update_draw_range
    range = []
    (2).times { |i| range[i] = @draw_grid_num[i] / 2 }

    @draw_range_begin.x = $game_player.x - range[0]
    @draw_range_begin.y = $game_player.y - range[1]
    @draw_range_end.x   = $game_player.x + range[0]
    @draw_range_end.y   = $game_player.y + range[1]
  end
  #--------------------------------------------------------------------------
  # ○ 通行可否テーブル更新
  #--------------------------------------------------------------------------
  def update_passage_table
    cache = get_passage_table_cache
    @passage_table      = cache.table
    @passage_scan_table = cache.scan_table

    update_around_passage_table
  end
  #--------------------------------------------------------------------------
  # ○ 通行可否テーブルのキャッシュを取得
  #--------------------------------------------------------------------------
  def get_passage_table_cache
    map_id = $game_map.map_id
    cache  = @@passage_cache.find { |c| c.map_id == map_id }

    # キャッシュミスしたら新規作成
    if cache == nil
      cache = PassageCache.new(map_id)
      cache.table      = Table.new($game_map.width, $game_map.height)
      cache.scan_table = Table.new(
        ($game_map.width  + @draw_grid_num.x - 1) / @draw_grid_num.x,
        ($game_map.height + @draw_grid_num.y - 1) / @draw_grid_num.y
      )
    end

    # 直近のキャッシュは先頭に移動し、古いキャッシュは削除
    @@passage_cache.unshift(cache)
    @@passage_cache.delete_at(KMS_MiniMap::CACHE_NUM)

    return cache
  end
  #--------------------------------------------------------------------------
  # ○ 通行可否テーブルのキャッシュをクリア
  #--------------------------------------------------------------------------
  def clear_passage_table_cache
    return if @passage_scan_table == nil

    table = @passage_scan_table
    @passage_scan_table = Table.new(table.xsize, table.ysize)
  end
  #--------------------------------------------------------------------------
  # ○ 通行可否テーブルの探索
  #     x, y : 探索位置
  #--------------------------------------------------------------------------
  def scan_passage(x, y)
    dx = x / @draw_grid_num.x
    dy = y / @draw_grid_num.y

    # 探索済み
    return if @passage_scan_table[dx, dy] == 1

    # マップ範囲外
    return unless dx.between?(0, @passage_scan_table.xsize - 1)
    return unless dy.between?(0, @passage_scan_table.ysize - 1)

    rx = (dx * @draw_grid_num.x)...((dx + 1) * @draw_grid_num.x)
    ry = (dy * @draw_grid_num.y)...((dy + 1) * @draw_grid_num.y)
    mw = $game_map.width  - 1
    mh = $game_map.height - 1

    # 探索範囲内の通行テーブルを生成
    rx.each { |x|
      next unless x.between?(0, mw)
      ry.each { |y|
        next unless y.between?(0, mh)

        # 通行方向フラグ作成
        # (↓、←、→、↑ の順に 1, 2, 4, 8 が対応)
        flag = 0
        [2, 4, 6, 8].each{ |d|
          flag |= 1 << (d / 2 - 1) if $game_map.passable?(x, y, d)
        }
        @passage_table[x, y] = flag
      }
    }
    @passage_scan_table[dx, dy] = 1
  end
  #--------------------------------------------------------------------------
  # ○ 周辺の通行可否テーブル更新
  #--------------------------------------------------------------------------
  def update_around_passage_table
    gx = @draw_grid_num.x
    gy = @draw_grid_num.y
    dx = $game_player.x - gx / 2
    dy = $game_player.y - gy / 2
    scan_passage(dx,      dy)
    scan_passage(dx + gx, dy)
    scan_passage(dx,      dy + gy)
    scan_passage(dx + gx, dy + gy)
  end
  #--------------------------------------------------------------------------
  # ○ オブジェクト一覧更新
  #--------------------------------------------------------------------------
  def update_object_list
    events = $game_map.events.values

    # WALL
    @wall_events = events.find_all { |e| e.is_minimap_wall_event? }

    # MOVE
    @move_events = events.find_all { |e| e.is_minimap_move_event? }

    # OBJ
    @object_list = events.find_all { |e| e.is_minimap_object? }
  end
  #--------------------------------------------------------------------------
  # ○ 位置更新
  #--------------------------------------------------------------------------
  def update_position
    # 移動量算出
    pt = Point.new($game_player.x, $game_player.y)
    ox = ($game_player.real_x - pt.x) * @grid_size
    oy = ($game_player.real_y - pt.y) * @grid_size

    @viewport.ox = ox
    @viewport.oy = oy

    # 移動していたらマップ再描画
    if pt.x != @last_x || pt.y != @last_y
      draw_map
      @last_x = pt.x
      @last_y = pt.y
    end
  end
  #--------------------------------------------------------------------------
  # ○ 描画範囲内判定
  #--------------------------------------------------------------------------
  def in_draw_range?(x, y)
    rb = @draw_range_begin
    re = @draw_range_end
    return (x.between?(rb.x, re.x) && y.between?(rb.y, re.y))
  end
  #--------------------------------------------------------------------------
  # ○ マップ範囲内判定
  #--------------------------------------------------------------------------
  def in_map_range?(x, y)
    mw = $game_map.width
    mh = $game_map.height
    return (x.between?(0, mw - 1) && y.between?(0, mh - 1))
  end
  #--------------------------------------------------------------------------
  # ○ マップ描画
  #--------------------------------------------------------------------------
  def draw_map
    update_around_passage_table

    bitmap  = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, KMS_MiniMap::BACKGROUND_COLOR)

    draw_map_foreground(bitmap)
    draw_map_move_event(bitmap)
  end
  #--------------------------------------------------------------------------
  # ○ 通行可能領域の描画
  #--------------------------------------------------------------------------
  def draw_map_foreground(bitmap)
    range_x = (@draw_range_begin.x)..(@draw_range_end.x)
    range_y = (@draw_range_begin.y)..(@draw_range_end.y)
    map_w   = $game_map.width  - 1
    map_h   = $game_map.height - 1
    rect    = Rect.new(0, 0, @grid_size, @grid_size)

    range_x.each { |x|
      next unless x.between?(0, map_w)
      range_y.each { |y|
        next unless y.between?(0, map_h)
        next if @passage_table[x, y] == 0
        next if @wall_events.find { |e| e.x == x && e.y == y }  # 壁

        # グリッド描画サイズ算出
        rect.set(0, 0, @grid_size, @grid_size)
        rect.x = (x - @draw_range_begin.x) * @grid_size
        rect.y = (y - @draw_range_begin.y) * @grid_size
        flag = @passage_table[x, y]
        if flag & 0x01 == 0  # 下通行不能
          rect.height -= 1
        end
        if flag & 0x02 == 0  # 左通行不能
          rect.x     += 1
          rect.width -= 1
        end
        if flag & 0x04 == 0  # 右通行不能
          rect.width -= 1
        end
        if flag & 0x08 == 0  # 上通行不能
          rect.y      += 1
          rect.height -= 1
        end
        bitmap.fill_rect(rect, KMS_MiniMap::FOREGROUND_COLOR)
      }
    }
  end
  #--------------------------------------------------------------------------
  # ○ 移動イベントの描画
  #--------------------------------------------------------------------------
  def draw_map_move_event(bitmap)
    rect = Rect.new(0, 0, @grid_size, @grid_size)
    @move_events.each { |e|
      rect.x = (e.x - @draw_range_begin.x) * @grid_size
      rect.y = (e.y - @draw_range_begin.y) * @grid_size
      bitmap.fill_rect(rect, KMS_MiniMap::MOVE_EVENT_COLOR)
    }
  end
  #--------------------------------------------------------------------------
  # ○ アニメーション更新
  #--------------------------------------------------------------------------
  def update_animation
    if @showing
      # フェードイン
      self.opacity += 16
      if opacity == 255
        @showing = false
      end
    elsif @hiding
      # フェードアウト
      self.opacity -= 16
      if opacity == 0
        @hiding = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ オブジェクト描画
  #--------------------------------------------------------------------------
  def draw_object
    # 下準備
    bitmap = @object_sprite.bitmap
    bitmap.clear
    rect = Rect.new(0, 0, @grid_size, @grid_size)

    # オブジェクト描画
    @object_list.each { |obj|
      next unless in_draw_range?(obj.x, obj.y)

      color = KMS_MiniMap::OBJECT_COLOR[obj.minimap_object_type - 1]
      next if color.nil?

      rect.x = (obj.real_x - @draw_range_begin.x) * @grid_size
      rect.y = (obj.real_y - @draw_range_begin.y) * @grid_size
      bitmap.fill_rect(rect, color)
    }

    # 乗り物描画
    $game_map.vehicles.each { |vehicle|
      next if vehicle.transparent

      rect.x = (vehicle.real_x - @draw_range_begin.x) * @grid_size
      rect.y = (vehicle.real_y - @draw_range_begin.y) * @grid_size
      bitmap.fill_rect(rect, KMS_MiniMap::VEHICLE_COLOR)
    }
  end
  #--------------------------------------------------------------------------
  # ○ 更新
  #--------------------------------------------------------------------------
  def update
    update_input

    return unless need_update?

    update_draw_range
    update_position
    update_animation
    draw_object

    @map_sprite.update
    @object_sprite.update
    @position_sprite.update
  end
  #--------------------------------------------------------------------------
  # ○ 更新判定
  #--------------------------------------------------------------------------
  def need_update?
    return (visible && opacity > 0) || @showing || @hiding
  end
end

#==============================================================================
# □ Sprite_MiniMapIcon
#------------------------------------------------------------------------------
#   ミニマップ用アイコンのクラスです。
#==============================================================================

class Sprite_MiniMapIcon < Sprite
  DURATION_MAX = 60
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     viewport : ビューポート
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    @duration = DURATION_MAX / 2
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    @duration += 1
    if @duration == DURATION_MAX
      @duration = 0
    end
    update_effect
  end
  #--------------------------------------------------------------------------
  # ○ エフェクトの更新
  #--------------------------------------------------------------------------
  def update_effect
    self.color.set(255, 255, 255,
      (@duration - DURATION_MAX / 2).abs * KMS_MiniMap::BLINK_LEVEL
    )
  end
end

#==============================================================================
# ■ Spriteset_Map
#==============================================================================

class Spriteset_Map
  attr_reader :minimap
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias initialize_KMS_MiniMap initialize
  def initialize
    initialize_KMS_MiniMap

    create_minimap
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップの作成
  #--------------------------------------------------------------------------
  def create_minimap
    @minimap = Game_MiniMap.new(@tilemap)
    @minimap.visible = $game_system.minimap_show && $game_map.minimap_show?
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  alias dispose_KMS_MiniMap dispose
  def dispose
    dispose_KMS_MiniMap

    dispose_minimap
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップの解放
  #--------------------------------------------------------------------------
  def dispose_minimap
    @minimap.dispose
    @minimap = nil
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias update_KMS_MiniMap update
  def update
    update_KMS_MiniMap

    update_minimap
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ更新
  #--------------------------------------------------------------------------
  def minimap_show?
    return $game_map.minimap_show? && $game_system.minimap_show
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ更新
  #--------------------------------------------------------------------------
  def update_minimap
    return if @minimap.nil?

    # 表示切替
    if minimap_show?
      @minimap.visible = true
    else
      @minimap.visible = false
      return
    end

    # フェード判定
    case $game_map.minimap_fade
    when Game_Map::MINIMAP_FADE_IN
      @minimap.fadein
      $game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE
    when Game_Map::MINIMAP_FADE_OUT
      @minimap.fadeout
      $game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE
    end

    @minimap.update
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ全体をリフレッシュ
  #--------------------------------------------------------------------------
  def refresh_minimap
    return if @minimap.nil?

    @minimap.clear_passage_table_cache
    @minimap.refresh
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップのオブジェクトを更新
  #--------------------------------------------------------------------------
  def update_minimap_object
    @minimap.update_object_list unless @minimap.nil?
  end
end

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # ● 場所移動後の処理
  #--------------------------------------------------------------------------
  alias post_transfer_KMS_MiniMap post_transfer
  def post_transfer
    refresh_minimap

    post_transfer_KMS_MiniMap
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップ全体をリフレッシュ
  #--------------------------------------------------------------------------
  def refresh_minimap
    @spriteset.refresh_minimap unless @spriteset.nil?
  end
  #--------------------------------------------------------------------------
  # ○ ミニマップのオブジェクトを更新
  #--------------------------------------------------------------------------
  def update_minimap_object
    @spriteset.update_minimap_object unless @spriteset.nil?
  end
end

Thanks for the awesome work you provide to all the members.
 

Sixth

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There is a setting named MAP_Z in that script.
Set that to something higher. You can use any values here, so 5000 is fine if it works (although lower should work here, because the mini-map uses it's own viewport).
You only need to concern yourself about too high Z values if you need to put the image(s) below something, so don't worry about it.

There is no @viewport4 defined by default, so the image now works as if it would have it's own viewport.
If @viewport3 worked with a higher Z value, than means that the shadow layer is set to use @viewport3 as well. The Z value of @viewport3 is set to 100 by default, if I remember right.
For future reference, if needed.
 

Roninator2

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So Simple... I had it at 120 for map_z but it was under the shade. So maybe the shade is around 200?

All working. Thank you very much.
 

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