hsumi

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Then is it possible to disable POI altogether while still having certain events show on the map?
Really, all I'm wanting is to be able to show the full map when the Map button is pressed, with minimal interactivity.
 

41728280

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Wow, thank you for making the best minimap plugin! I want to make some suggestions.
It is hoped that the minimap can be displayed in a circular or oval shape. Because squares are sometimes ugly!
When scrolling, you can directly drag with the mouse.
It would be smart if the mini map can be automatically hidden during conversations and other events!
 

Lykoris

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Hey, First LOVE the plugin!
Is there a way to change the Window_X and Window_Y in the "Positioning and Size" to negative values?
I don't want it to be attached to the screen edges, if it's possible of course ~
 

Christoph

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Hey love that work of yours and the ton of custom functionality in your plugin! :) Anyhow it is not working for me with my QPlus and Qmovement Plugin. Is this a know isses? I really would like to use your map plugin, but the QPlugins are core of my game, can't edlere them..
 

Christoph

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Ok I figured it out myself, maybe it helps somebody..

The error occurs by setting up colliders with the QMovement Plugins like "<collider:box,8,48,2,0>". By changing the command to "<colliders> collision: box,8,48,2,0 </colliders>" the error doesn't occur anymore (Just be aware that you need to differ between collision and interaction by setting up the commands like that).

The #Fade-out fix didn't work for me, so I inserted "SE.Minimap.Window_Opacity = this._brightness;" right below the code line "SE.Minimap.Window.contents.paintOpacity = this._brightness;". Then the minimap disappears with a screen fade out. Anyhow since the oppacity of my map is 100 I also had to change the line "if (this._brightness < 255)" to "if (this._brightness < 100)". Because otherwise the minimap gets back to 255 opacity with a screen fade in.

To enable the FoW I had to change the line "if (!this.isMoving()) { " to "if (this.isMoving()) {". Then the FoW keeps updating itself. Didn't test yet if any errors or performance issues occur.
 

crow28

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Good afternoon. How do I move the map to the upper-right corner?
 

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SilverDash

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Regarding plugin incompatibilities:
I can't personally go and try to figure out if <insert name of plugin> is incompatible with mine(s). It takes up too much time. My plugins are written as compatible as possible but sometimes they still clash with some other plugin. C'est la vie. A patch must be written (assuming the other plugin was properly written).


Wow, thank you for making the best minimap plugin! I want to make some suggestions.
It is hoped that the minimap can be displayed in a circular or oval shape. Because squares are sometimes ugly!
When scrolling, you can directly drag with the mouse.
It would be smart if the mini map can be automatically hidden during conversations and other events!
Thank you. Sorry, this plugin is not actively in development anymore. I only fix any major bugs if found. It's unlikely that new features will be added. I just don't have the time for free stuff right now. I have so many free projects everywhere (not just RPG Maker). Hopefully, soon I can at least centralize most of my projects onto 1 website, with 1 bug-tracker.


Hey, First LOVE the plugin!
Is there a way to change the Window_X and Window_Y in the "Positioning and Size" to negative values?
I don't want it to be attached to the screen edges, if it's possible of course ~
Thank you. Yes you can but you'd have to edit the script by adding 2 lines:
Change this:
Code:
 * @param Window_X
* @desc x-location of minimap window. If window-alignment is set to Right, this will act as an offset-value instead.
* @parent Positioning & Size
* @type number
* @default 0
*
* @param Window_Y
* @desc y-location of minimap window. If window-alignment is set to Top, this will act as an offset-value instead.
* @parent Positioning & Size
* @type number
* @default 2

to this to set values up to minus 1000:
Code:
 * @param Window_X
* @desc x-location of minimap window. If window-alignment is set to Right, this will act as an offset-value instead.
* @parent Positioning & Size
* @type number
* @min -1000
* @default 0
*
* @param Window_Y
* @desc y-location of minimap window. If window-alignment is set to Top, this will act as an offset-value instead.
* @parent Positioning & Size
* @type number
* @min -1000
* @default 2

Good afternoon. How do I move the map to the upper-right corner?
Hello. Please use the plugin positioning parameters for this.
 
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crow28

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1610341090295.png
Window_x
Window_y
Are these parameters responsible for the position of the map on the screen? I tried to change it didn't work. Can you help?
 

SilverDash

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I changed them in the demo project and it works just fine. Did you try using bigger numbers like Window_X: 200 or something? If it doesn't work, try the demo project or try resetting your minimap settings and then change them one by one to check where it breaks.
 

crow28

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Thanks you. Turn out. Only it was necessary to put a minus, and in the text field.
1610384692678.png
 

Frapstery

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I have a strange bug with version 1.41

For me the player blip does not update. No matter which graphic I want to use, it always shows me only the character sprite.
 

AngusBeef

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Is there a way to move the minimap's X and Y location in-game with a switch or a script call? I've looked through the script (really tidy and well-organized btw lol) and I've found this bit here:

SE.Minimap.Window = new Window_Minimap(x + SE.Minimap.Window_X, y + SE.Minimap.Window_Y, SE.Minimap.WindowWidth, SE.Minimap.WindowHeight, mapname, minimapType);
SE.Minimap.Window.resetFade();

Editing the SE.Minimap.Window_X and _Y values changes the location on the screen, but I really don't know enough about how the map is loaded, or javascript in general, to know if adding a switch check here should work that way...



Edit: After a few more minutes of fiddling and clearing my mind by taking a ****, all it took was the Script Command: SE.Minimap.Window_X = number, same with Y, and then the Plugin Command: Minimap Refresh to move it. So I'll just leave this here in case anyone else has a kindergarten level understanding of javascript like me
 
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RobinBawss

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Hello, I was trying to set up a minimap, and what I got works wonders, but I need a functionality that I can't seem to get working. Maybe it's something to be implemented?
I'd like to have a command to render previously visited maps, instead of forcing only one map. Say I'd set it up to where I press PageUp and PageDown, and the minimap would flip between the ones I've visited. Since I'm working on a game that requires the user to know where to navigate next and which map to go to, I'd need them to be able to check what they haven't explored yet on other maps.
That's the gist of it. If it's possible, I'd like some help with it, if not, then I'll leave it here as an idea! Thanks!

(Sorry if my post sounds confusing, I haven't slept yet.)

Edit: I've been fiddling around ever since this post was made, but I still haven't figured it out. The maps are saved somewhere, so I don't quite understand why I'm not able to just switch into a new minimap for another map I'm not on. I actually tried to look through the code and the thread but still no clean way to flip through. I'd like to avoid mapshots if possible, as I like the current flexibility of the map generation.
 
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Quite the versatile cast so far :p

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Edit: Sprites are made by Alexdraws and TheMightyPalm. I just edited them.
Degica Games Turn Komodo | RPG Maker News #77

Well, rats. Was really looking forward to trying out FPS Creator, but trying to install and set it up was pretty much impossible for my tiny brain to comprehend. So much for that, then.
Ah, home once more! I think I can safely work on my games now.
Let's hope power remains on for the day

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