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Tinys Travel Map (TTM)
Script Name : Tinys Travel Map 1.4
Creator name : TinyMine
News:
- New Demo!!!
- New Addon "Confirmation Window Addon"
Introduction
An oldschool fasttravel map? Here you go.
Screenshot :
Script :
ADDONs
TTM Fade Out Addon 1.1
Content:
- Fades Out if leaving the travel map to a new destination
TTM Map Effects Addon 1.1
Content:
- Change weather/tone of your travel map
TTM Text Names Addon
Content:
- Shows the target names in map directly
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Text Names Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 04.06.2014#║#║ Visit : http://rpgmaker-vx-ace.de/ for further Information#║#║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-vx-ace.de/#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in http://rpgmaker-vx-ace.de/#║ #║ #║ Version : 1.0 // 04.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install \"Tiny Travel Map\" Main Script to use \"Fade Out Addon\"")elsif $imported[:TINY_TTM] < 1.4 msgbox_p("You need to install \"Tiny Travel Map 1.4\" or higher Main Script to use \"Map Effects Addon\"")else$imported[:TINY_TTM_TN] = 1.0#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Show the Names of the Targets in the Map directly#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_GENERAL # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Need the default Window? WINDOW_TARGETS = true # Font Type TARGET_FONT_NAME = "VL Gothic" # Font Size of Name in map TARGET_FONT_SIZE = 18 # Properties TARGET_FONT_BOLD = false TARGET_FONT_SHADOW = false # Adjustment needed for the Y Pos of the Name in map? TARGET_NAME_Y_POS = 0 # Adjustment needed for the X Pos of the Name in map? TARGET_NAME_X_POS = 0 #╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=# end # Do not touchend # TINY#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Sprite_MapTarget#╚═=═=════════════════════════════════════════════════════════════════════════=#class Sprite_MapTargetSet # Alias alias_method :initialize_addon_travelnames ,:initialize alias_method :set_pos_addon_travelnames ,:set_pos alias_method :upd_pos_addon_travelnames ,:upd_pos alias_method :set_visual_addon_travelnames ,:set_visual alias_method :dispose_addon_travelnames ,:dispose def initialize(x, y, bitmap, id) @text = Sprite.new initialize_addon_travelnames(x, y, bitmap, id) end def set_pos(x, y) set_pos_addon_travelnames(x, y) @text.x = @target.x @text.y = @target.y @text.z = @target.z+1 end def upd_pos(x, y) upd_pos_addon_travelnames(x, y) @text.x = @target.x @text.y = @target.y end def set_visual(filename) set_visual_addon_travelnames(filename) @text.bitmap = Bitmap.new(@target.bitmap.width*2, [@target.bitmap.height, TINY::TTM_GENERAL::TARGET_FONT_SIZE].max) @text.ox = @target.bitmap.width + TINY::TTM_GENERAL::TARGET_NAME_X_POS @text.oy = @target.bitmap.height/2 + TINY::TTM_GENERAL::TARGET_NAME_Y_POS set_font_config @text.bitmap.draw_text(@text.bitmap.rect, TINY::TTM_TARGETS::TARGETS[@target_id][:text], 1) end def set_font_config font = Font.new([TINY::TTM_GENERAL::TARGET_FONT_NAME]) font.bold = TINY::TTM_GENERAL::TARGET_FONT_BOLD font.shadow = TINY::TTM_GENERAL::TARGET_FONT_SHADOW font.size = TINY::TTM_GENERAL::TARGET_FONT_SIZE @text.bitmap.font = font end def dispose @text.dispose dispose_addon_travelnames end end # Sprite_MapTarget#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Sprite_MapTarget#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap # Alias alias_method :create_windows_addon_travelnames ,:create_windows def create_windows create_windows_addon_travelnames @tar_window.visible = TINY::TTM_GENERAL::WINDOW_TARGETS end end # Scene_TinyMapend #endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
TTM Common Event Addon
Content:
- Instead of porting the player you can also call a common event with TTM for
each target.
TTM Confirmation Window Addon
Content:
- Adds a Window with further information of the selected target or a picture
- Information Window is also a confirmation window
Known Issues :
-In 1.4 - problems when loading savegames (older versions work fine and 1.41 fixed it)
Planned Features :
- Share your wishes/suggestions with me!
Thanks go to :
- PandaMaru for her beautiful demo graphics
Demo is up to date contents following addons: Map Effects, Fade Out, Names in Map, Confirmation Window
TinyMap Demo 1.41.zip
Script Name : Tinys Travel Map 1.4
Creator name : TinyMine
News:
- New Demo!!!
- New Addon "Confirmation Window Addon"
Introduction
An oldschool fasttravel map? Here you go.
Screenshot :
One of many many config examples:


Script :
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map#║ By TinyMine#║#║ First Published/Erstveröffentlicht 09.07.2013#║#║ Visit : http://rpgmaker-vx-ace.de/ for further Information#║#║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-vx-ace.de/#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in http://rpgmaker-vx-ace.de/#║ #║ #║ Version : 1.41 // 04.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}$imported[:TINY_TTM] = 1.41#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** UPDATES **#║ #║ 1.41#║ - FIXED: No more Savegame error#║ #║ 1.4#║ - New Highlight Options#║ - New Highlight Effect (replacing old one)#║ - New Addon Compatibility#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Use a map image to fasttravel across it#║ - 2 Modifications#║ Mode 1 : For small maps#║ Mode 2 : For big maps#║ - Own targets placeable#║ - Everything is adjustable by you (Graphics, names, fonts etc...)#║ - New folder "Map" for your map scene#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ ** USAGE INSTRUCTIONS **#║ #║ Adding a target during game progress to your map#║ █ add_map_target(ID)#║ Where ID is the ID of your target you want to add#║ #║ Removing a target during game progress from your map#║ █ rem_map_target(ID)#║ Where ID is the ID of your target you want to remove#║ #║ Calling the scene to travel across your map, type...#║ █ open_travel_map#║ Which opens the Scene_TinyMap automatically#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_GENERAL # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Defines the map graphic image name which is found in new "map" folder GRAPHIC_MAP = "MapBig" # Graphic which shows the players position on the map GRAPHIC_POS = "Pin" # Defines the background image name which is found in new "map" folder # "" for black screen BACKGROUND = "" # Defines used mode in your game MODE = 2 # Mode 1 : Resize the map to 400x368px. All "added" targets visible and selectable # Mode 2 : For bigger maps. No resizing. Scrolling across the map between "added" targets # Do you want to scroll or jump across MODE 2 maps? (true = scroll) SCROLLING = true # Scrollspeed is calculated by px/frame (frame is 1/60 second) SCROLLSPEED = 10 # Should a menu point be visible for the map? MENUPOINT = true # Highlight Options HIGHLIGHT_SELECTED = true # Highlight Size // 10-20 recommended HIGHLIGHT_SIZE = 20 # Shall the Highlight effect be smooth or not HIGHLIGHT_SMOOTH = false # the higher the level the higher the blur (1 = lowest) HIGHLIGHT_SMOOTH_LEVEL = 1 # Blink the selected target if HIGHLIGHT_SELECTED is true BLINK_SELECTED = true # The lower the faster BLINK_SPEED = 60#═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch module TTM_VOCAB # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM Vocab ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Headername for the travel map VOC_MAPNAME = "A beautiful land" # Name of menu point if activated VOC_MENUNAME = "Map" #═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch module TTM_TARGETS # Do not touch TARGETS = { # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM Targets ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# #█ EXAMPLE TARGETS # ** Dont change the Data packs symbols - use them everytime # Target id # Data packs # "Target name" :desert => {:text => "Desert", # [ Target x, Target y, "graphicname in map folder", icon id ] :graphic => [400, 400,"wüste", 232], # [ Mapid, Mapx, Mapy ] :teleportdest => [3, 16, 6] }, # Don't forget comma if another target follows :tundra => {:text => "Tundra", :graphic => [500, 1100,"tundra", 232], :teleportdest => [4, 8, 0] }, :grassland =>{:text => "Grasland", :graphic => [1200, 1100,"wiese", 232], :teleportdest => [1, 8, 12] }, :mountain => { :text => "Mountain", :graphic => [1200, 1000,"berge", 232], :teleportdest => [2, 0, 6] } # Don't put a comma if it is the last target #█ OWN TARGETS #═=═=═════════════════════════════════════════════════════════════════════════=# } # end targets hash * Do not touch end # Do not touch module TTM_MODE # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM MODE General ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # █ ** all x/y, width/height adjustments only affect MODE 2 # Defining the "cursors" position when scrolling/jumping on the map by x/y px CURSORX = 300 CURSORY = 208 # Defining x/y pos of header window; dont forget the brackets [] HEADPOS = [0, 0] # Defining width/height of header window; dont forget the brackets [] HEADSIZE = [544, 48] # Defining the Windowskin of your header window; => system folder HSKIN = "Window" # Defining the font which should be used in header window HEADFONT = "VL Gothic" # Defines the fonts size in header window HFTSIZE = 26 # Defines if font is bold HBOLD = true # Defines if font has shadow HSHADOW = true # Defines the header windows opacity ( 255 = fully visible) HOPACITY = 0 # Defining x/y pos of target list window; dont forget the brackets [] LISTPOS = [24, 96] # Defining width/height of target list window; dont forget the brackets [] LISTSIZE = [144, 200] # Defining the Windowskin of your target list window; => system folder LSKIN = "Window" # Defining the font which should be used in target list window LISTFONT = "VL Gothic" # Defines the fonts size in target list window LFTSIZE = 22 # Defines if font is bold LBOLD = false # Defines if font has shadow LSHADOW = false # Defines the target list windows opacity ( 255 = fully visible) LOPACITY = 192#═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=#end#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Module Cache#╚═=═=════════════════════════════════════════════════════════════════════════=#module Cache # Loads from a new folder to developers graphic folder def self.map(filename) load_bitmap("Graphics/Map/", filename) endend # Cache#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Module DataManager#╚═=═=════════════════════════════════════════════════════════════════════════=#module DataManager class << self alias_method :create_game_objects_tiny_13177 ,:create_game_objects alias_method :make_save_contents_tiny_45774 ,:make_save_contents alias_method :extract_save_contents_tiny_89733 ,:extract_save_contents end def self.create_game_objects create_game_objects_tiny_13177 $game_travelmap = Game_Travelmap.new end def self.make_save_contents contents = make_save_contents_tiny_45774 contents[:travelmap] = $game_travelmap contents end def self.extract_save_contents(contents) extract_save_contents_tiny_89733(contents) $game_travelmap = contents[:travelmap] end end # DataManager#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Game_Interpreter#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Interpreter # Command adding predefined targets to travel map def add_map_target(id) $game_travelmap.add_map_target(id) end # Command removing predefined targets from travel map def rem_map_target(id) $game_travelmap.rem_map_target(id) end # Command for opening the travel scene def open_travel_map SceneManager.call(Scene_TinyMap) end end # Game_Interpreter#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Game_Map#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Map # Attr attr_reader :map_id end # Game_Map#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Window_MenuCommand#╚═=═=════════════════════════════════════════════════════════════════════════=#class Window_MenuCommand # Only change class when active if TINY::TTM_GENERAL::MENUPOINT # Alias alias_method :tiny_tinymap_add_commands_23498 , :add_original_commands def add_original_commands tiny_tinymap_add_commands_23498 add_command(TINY::TTM_VOCAB::VOC_MENUNAME,:map,main_commands_enabled) end end # end of ifend # Window_MenuCommand#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_Menu#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_Menu # Only change class when active if TINY::TTM_GENERAL::MENUPOINT # Alias alias_method :tiny_tinymap_set_handlers_17348 , :create_command_window def create_command_window tiny_tinymap_set_handlers_17348 @command_window.set_handler
map,method
call_tinymap)) end def call_tinymap SceneManager.call(Scene_TinyMap) end end # end of ifend # Scene_Menu#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Game_Travelmap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Travelmap # Attr attr_reader :targets attr_accessor :last_target def initialize @targets = [] @last_target = nil end def add_map_target(id) return if @targets.include?(id) @targets << id if TINY::TTM_TARGETS::TARGETS[id] @last_target = id end def rem_map_target(id) return unless @targets.include?(id) @targets.delete(id) end def update # Future Use end end # Game_Travelmap#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Window_Target_List#╚═=═=════════════════════════════════════════════════════════════════════════=#class Window_Target_List < Window_Selectable def initialize if TINY::TTM_GENERAL::MODE == 2 super(TINY::TTM_MODE::LISTPOS[0], TINY::TTM_MODE::LISTPOS[1], TINY::TTM_MODE::LISTSIZE[0], TINY::TTM_MODE::LISTSIZE[1]) else super(0, 48, 144, 368) end self.windowskin = Cache.system(TINY::TTM_MODE::LSKIN) self.index = $game_travelmap.targets.index($game_travelmap.last_target) unless $game_travelmap.targets.empty? activate set_config refresh end def item_max $game_travelmap.targets.size end def all_targets return @list[index] end def set_config self.opacity = TINY::TTM_MODE::LOPACITY font = Font.new([TINY::TTM_MODE::HEADFONT]) font.bold = TINY::TTM_MODE::LBOLD font.shadow = TINY::TTM_MODE::LSHADOW font.size = TINY::TTM_MODE::HFTSIZE font.out_color = Color.new(0, 0, 0, 128) self.contents.font = font end def refresh self.contents.clear @list ||= [] for i in 0..item_max-1 e = $game_travelmap.targets @list << e draw_icon(TINY::TTM_TARGETS::TARGETS[e][:graphic][3], 0, i * 24) self.contents.draw_text(24, i * 24, self.width - 24, 24, TINY::TTM_TARGETS::TARGETS[e][:text]) end end end # Window_Target_List#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Window_Map_Header#╚═=═=════════════════════════════════════════════════════════════════════════=#class Window_Map_Header < Window_Base def initialize if TINY::TTM_GENERAL::MODE == 2 super(TINY::TTM_MODE::HEADPOS[0], TINY::TTM_MODE::HEADPOS[1], TINY::TTM_MODE::HEADSIZE[0], TINY::TTM_MODE::HEADSIZE[1]) else super(0, 0, 544, 48) end self.windowskin = Cache.system(TINY::TTM_MODE::HSKIN) set_config refresh end def set_config self.opacity = TINY::TTM_MODE::HOPACITY font = Font.new([TINY::TTM_MODE::HEADFONT]) font.bold = TINY::TTM_MODE::HBOLD font.shadow = TINY::TTM_MODE::HSHADOW font.size = TINY::TTM_MODE::HFTSIZE font.out_color = Color.new(0, 0, 0, 128) self.contents.font = font end def refresh self.contents.clear self.contents.draw_text(4, -2, self.width - 24, 28, TINY::TTM_VOCAB::VOC_MAPNAME, 1) end end # Window_Map_Header#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Sprite_MapBack#╚═=═=════════════════════════════════════════════════════════════════════════=#class Sprite_MapBack < Sprite_Base def initialize(x, y) super(nil) self.z = 11 self.bitmap = Cache.map(TINY::TTM_GENERAL::GRAPHIC_MAP) define_mode_one(x, y) @tar_x = self.x @tar_y = self.y end def define_mode_one(x, y) return unless TINY::TTM_GENERAL::MODE == 1 self.x = x self.y = y rect = Rect.new(0, 0, 400, 368) self.bitmap.stretch_blt(rect, bitmap, self.bitmap.rect) end def get_pos return [self.x, self.y] end def get_size return [self.width, self.height] end def jmp_pos self.x = @tar_x self.y = @tar_y end def upd_pos(x, y) @tar_x = 0 - x @tar_y = 0 - y end def upd_movement savescr = TINY::TTM_GENERAL::SCROLLSPEED if self.x != @tar_x if TINY::TTM_GENERAL::SCROLLING if self.x > @tar_x self.x -= 1 self.x -= savescr-1 if self.x > @tar_x+savescr else self.x < @tar_x self.x += 1 self.x += savescr-1 if self.x < @tar_x-savescr end else self.x = @tar_x end end if self.y != @tar_y if TINY::TTM_GENERAL::SCROLLING if self.y > @tar_y self.y -= 1 self.y -= savescr-1 if self.y > @tar_y+savescr else self.y < @tar_y self.y += 1 self.y += savescr-1 if self.y < @tar_y-savescr end else self.y = @tar_y end end end def update super upd_movement end end # Sprite_MapBack #╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Sprite_MapTarget#╚═=═=════════════════════════════════════════════════════════════════════════=#class Sprite_MapTargetSet # Attr attr_accessor :blink, :target attr_reader :target_id, :x, :y def initialize(x, y, bitmap, id) @x = x-TINY::TTM_MODE::CURSORX @y = y-TINY::TTM_MODE::CURSORY @target = Sprite.new @target_highlight = Sprite.new @timer = 0 @blink = false set_pos(x, y) set_id(id) set_visual(bitmap) end def local_position @local_pos = Sprite.new @local_pos.bitmap = Cache.map(TINY::TTM_GENERAL::GRAPHIC_POS) rescue nil @local_pos.z = 13 end def set_pos(x, y) @target.x = 144+x @target.y = 48+y @target.z = 12 @target_highlight.x = @target.x @target_highlight.y = @target.y @target_highlight.z = @target.z-1 end def upd_pos(x, y) @target.x = TINY::TTM_MODE::CURSORX + @x + x - @target.bitmap.width/2 @target.y = TINY::TTM_MODE::CURSORY + @y + y - @target.bitmap.height/2 @target_highlight.x = @target.x @target_highlight.y = @target.y unless @local_pos == nil @local_pos.x = @target.x - @local_pos.bitmap.width/2 @local_pos.y = @target.y - @target.height end end def set_id(id) @target_id = id end def set_visual(filename) @target.bitmap = Cache.map(filename) # Pass new bitmap to work with it separately @target_highlight.bitmap = Bitmap.new("Graphics/Map/"+filename) @target.ox = @target.bitmap.width/2 @target.oy = @target.bitmap.height/2 @target_highlight.ox = @target.bitmap.width/2 @target_highlight.oy = @target.bitmap.height/2 @target_highlight.zoom_x = 1.0 + (TINY::TTM_GENERAL::HIGHLIGHT_SIZE/100.0) @target_highlight.zoom_y = 1.0 + (TINY::TTM_GENERAL::HIGHLIGHT_SIZE/100.0) TINY::TTM_GENERAL::HIGHLIGHT_SMOOTH_LEVEL.to_i.times do @target_highlight.bitmap.blur end if TINY::TTM_GENERAL::HIGHLIGHT_SMOOTH end def dispose @target.dispose @target_highlight.dispose @local_pos.dispose unless @local_pos == nil @target_id = nil end def show_char return unless @local_pos == nil local_position end def hide_char return if @local_pos == nil return if @local_pos.disposed? @local_pos.dispose end def blink_update @target_highlight.update unless @blink @target_highlight.visible = false return end @target_highlight.visible = true color = Color.new(255, 255, 255) unless TINY::TTM_GENERAL::BLINK_SELECTED @target_highlight.flash(color, 90) return end if @timer == 0 @timer = TINY::TTM_GENERAL::BLINK_SPEED/2 @target_highlight.flash(color, TINY::TTM_GENERAL::BLINK_SPEED) end @timer -= 1 end def update blink_update end end # Sprite_MapTarget#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** NEW Class Scene_TinyMap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap < Scene_Base include TINY::TTM_GENERAL def start super @tar = nil create_windows create_handler create_targets create_map create_background set_mappos if MODE == 2 end def create_windows @head_window = Window_Map_Header.new @tar_window = Window_Target_List.new end def create_handler @tar_window.set_handler
ok, method
check_transfer)) @tar_window.set_handler
cancel, method
return_scene)) end def create_targets @sprites = [] $game_travelmap.targets.each { |tar_id| arr = TINY::TTM_TARGETS::TARGETS[tar_id][:graphic] @sprites << Sprite_MapTargetSet.new(arr[0], arr[1], arr[2], tar_id) } # Mark player pos @sprites.each { |e| val = e.target_id if TINY::TTM_TARGETS::TARGETS[val][:teleportdest][0] == $game_map.map_id e.show_char return else e.hide_char end } end def create_map @map = Sprite_MapBack.new(144, 48) return unless MODE == 2 @map.upd_pos(@map.get_size[0]/2,@map.get_size[1]/2) if $game_travelmap.targets.size == 0 @map.jmp_pos end def create_background @background = Sprite.new @background.bitmap = Cache.map(BACKGROUND) rescue @background.bitmap = SceneManager.background_bitmap end def set_mappos @sprites.each { |spr| if spr.target_id == @tar_window.all_targets @map.upd_pos(spr.x, spr.y) @map.jmp_pos end } end def check_transfer dest = [] return SceneManager.call(Scene_Map) if TINY::TTM_TARGETS::TARGETS[@tar_window.all_targets].nil? dest = TINY::TTM_TARGETS::TARGETS[@tar_window.all_targets][:teleportdest] if dest != nil $game_player.reserve_transfer(dest[0], dest[1], dest[2]) perform_transfer $game_travelmap.last_target = @tar_window.all_targets end SceneManager.call(Scene_Map) end def update super @map.update if MODE == 2 @sprites.each { |e| e.update e.upd_pos(@map.get_pos[0], @map.get_pos[1]) if MODE == 2 } # Change Properties when target is changing if @tar != @tar_window.all_targets @sprites.each { |e| if e.target_id == @tar_window.all_targets e.blink = true if HIGHLIGHT_SELECTED @map.upd_pos(e.x, e.y) if MODE == 2 else e.blink = false end } @tar = @tar_window.all_targets end $game_travelmap.update end def perform_transfer $game_player.perform_transfer end def terminate @sprites.each { |e| e.dispose } @map.dispose @background.dispose super end end # Scene_TinyMap#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
ADDONs
TTM Fade Out Addon 1.1
Content:
- Fades Out if leaving the travel map to a new destination
Code:
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Fade Out Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 04.06.2014#║#║ Visit : [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL] for further Information#║#║ Suggestions? Support? Bugs? Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║ #║ #║ Version : 1.1 // 04.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install \"Tiny Travel Map\" Main Script to use \"Fade Out Addon\"")elsif $imported[:TINY_TTM] < 1.4 msgbox_p("You need to install \"Tiny Travel Map 1.4\" or higher Main Script to use \"Fade Out Addon\"")else$imported[:TINY_TTM_FO] = 1.1#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** UPDATES **#║ #║ 1.1#║ - Now Supports Map Window#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Fading out of Travel Map when travelling#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_GENERAL # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Set the Fade Type ( 0 = Black, 1 = White ) FADE_TYPE = 1 # Adjusting the Fade Speed (Default: 30) FADE_SPEED = 30 #╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=# end # Do not touchend # TINY#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_Map#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_Map # Alias alias_method :start_addon_fadeout ,:start def start start_addon_fadeout travel_start end def travel_start return unless $game_travelmap.travel_transfer $game_travelmap.travel_transfer = false post_transfer end end # Scene_Map#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Game_Travelmap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Travelmap # Attr attr_accessor :travel_transfer # Alias alias_method :initialize_addon_fadeout ,:initialize def initialize initialize_addon_fadeout @travel_transfer = false end end # Game_Travelmap#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_TinyMap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap # Alias alias_method :perform_transfer_fade_addon ,:perform_transfer alias_method :check_transfer_fade_addon ,:check_transfer def check_transfer $game_temp.fade_type = TINY::TTM_GENERAL::FADE_TYPE check_transfer_fade_addon end def perform_transfer pre_transfer $game_travelmap.travel_transfer = true perform_transfer_fade_addon end def update_for_fade update_basic end def fade_loop(duration) duration.times do |i| yield 255 * (i + 1) / duration update_for_fade end end def fadeout(duration) fade_loop(duration) {|v| Graphics.brightness = 255 - v } end def white_fadeout(duration) fade_loop(duration) {|v| @viewport.color.set(255, 255, 255, v) } end def pre_transfer case $game_temp.fade_type when 0 fadeout(TINY::TTM_GENERAL::FADE_SPEED) when 1 white_fadeout(TINY::TTM_GENERAL::FADE_SPEED) end end end # Scene_TinyMapend # endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
TTM Map Effects Addon 1.1
Content:
- Change weather/tone of your travel map
Code:
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Map Effects Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 04.06.2014#║#║ Visit : [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL] for further Information#║#║ Suggestions? Support? Bugs? Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║ #║ #║ Version : 1.1 // 14.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install \"Tiny Travel Map\" Main Script to use \"Fade Out Addon\"")elsif $imported[:TINY_TTM] < 1.4 msgbox_p("You need to install \"Tiny Travel Map 1.4\" or higher Main Script to use \"Map Effects Addon\"")else$imported[:TINY_TTM_ME] = 1.1#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** UPDATES **#║ #║ 1.1#║ - Fixed Tints having delay when calling the map#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Makes it possible to add RGSS Weather Effects to you travel map#║ - Makes it possible to change screen tone of you map/targets#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ ** USAGE INSTRUCTIONS **#║ #║ █ change_map_tone(r, g, #║ Change the Tone of your travel map. r = Red, g = Green, b = Blue#║ #║ █ change_map_weather(type, power)#║ types#║ :rain, :snow, :storm, :none#║ power#║ 0-9#║ #╚═=═=════════════════════════════════════════════════════════════════════════=##╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Game_Interpreter#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Interpreter def change_map_tone(r, g, b, fade=0) $game_travelmap.screen.start_tone_change(Tone.new(r,g,b,fade) end def change_map_weather(type, power, fade=0) $game_travelmap.screen.change_weather(type, power, fade) end end # Game_Interpreter#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Game_Travelmap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Game_Travelmap # Attr attr_accessor :screen # Alias alias_method :initialize_addon_mapeffects ,:initialize alias_method :update_addon_mapeffects ,:update def initialize initialize_addon_mapeffects @screen = Game_Screen.new end def update update_addon_mapeffects @screen.update end end # Game_Travelmap#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_TinyMap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap # Alias alias_method :start_addon_mapeffects ,:start alias_method :update_addon_mapeffects ,:update alias_method :terminate_addon_mapeffects ,:terminate def start start_addon_mapeffects @viewport_weather = Viewport.new(0,0,640, 480) @viewport_weather.z = 25 @weather = Spriteset_Weather.new(@viewport_weather) @sprites.each { |e| e.target.tone = $game_travelmap.screen.tone } @map.tone = $game_travelmap.screen.tone end def update update_addon_mapeffects @sprites.each { |e| e.target.tone = $game_travelmap.screen.tone } @map.tone = $game_travelmap.screen.tone @weather.type = $game_travelmap.screen.weather_type @weather.power = $game_travelmap.screen.weather_power @weather.update end def terminate terminate_addon_mapeffects @weather.dispose end end # Scene_TinyMapend #endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
Content:
- Shows the target names in map directly
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Text Names Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 04.06.2014#║#║ Visit : http://rpgmaker-vx-ace.de/ for further Information#║#║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-vx-ace.de/#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in http://rpgmaker-vx-ace.de/#║ #║ #║ Version : 1.0 // 04.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install \"Tiny Travel Map\" Main Script to use \"Fade Out Addon\"")elsif $imported[:TINY_TTM] < 1.4 msgbox_p("You need to install \"Tiny Travel Map 1.4\" or higher Main Script to use \"Map Effects Addon\"")else$imported[:TINY_TTM_TN] = 1.0#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Show the Names of the Targets in the Map directly#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_GENERAL # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Need the default Window? WINDOW_TARGETS = true # Font Type TARGET_FONT_NAME = "VL Gothic" # Font Size of Name in map TARGET_FONT_SIZE = 18 # Properties TARGET_FONT_BOLD = false TARGET_FONT_SHADOW = false # Adjustment needed for the Y Pos of the Name in map? TARGET_NAME_Y_POS = 0 # Adjustment needed for the X Pos of the Name in map? TARGET_NAME_X_POS = 0 #╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=# end # Do not touchend # TINY#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Sprite_MapTarget#╚═=═=════════════════════════════════════════════════════════════════════════=#class Sprite_MapTargetSet # Alias alias_method :initialize_addon_travelnames ,:initialize alias_method :set_pos_addon_travelnames ,:set_pos alias_method :upd_pos_addon_travelnames ,:upd_pos alias_method :set_visual_addon_travelnames ,:set_visual alias_method :dispose_addon_travelnames ,:dispose def initialize(x, y, bitmap, id) @text = Sprite.new initialize_addon_travelnames(x, y, bitmap, id) end def set_pos(x, y) set_pos_addon_travelnames(x, y) @text.x = @target.x @text.y = @target.y @text.z = @target.z+1 end def upd_pos(x, y) upd_pos_addon_travelnames(x, y) @text.x = @target.x @text.y = @target.y end def set_visual(filename) set_visual_addon_travelnames(filename) @text.bitmap = Bitmap.new(@target.bitmap.width*2, [@target.bitmap.height, TINY::TTM_GENERAL::TARGET_FONT_SIZE].max) @text.ox = @target.bitmap.width + TINY::TTM_GENERAL::TARGET_NAME_X_POS @text.oy = @target.bitmap.height/2 + TINY::TTM_GENERAL::TARGET_NAME_Y_POS set_font_config @text.bitmap.draw_text(@text.bitmap.rect, TINY::TTM_TARGETS::TARGETS[@target_id][:text], 1) end def set_font_config font = Font.new([TINY::TTM_GENERAL::TARGET_FONT_NAME]) font.bold = TINY::TTM_GENERAL::TARGET_FONT_BOLD font.shadow = TINY::TTM_GENERAL::TARGET_FONT_SHADOW font.size = TINY::TTM_GENERAL::TARGET_FONT_SIZE @text.bitmap.font = font end def dispose @text.dispose dispose_addon_travelnames end end # Sprite_MapTarget#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Sprite_MapTarget#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap # Alias alias_method :create_windows_addon_travelnames ,:create_windows def create_windows create_windows_addon_travelnames @tar_window.visible = TINY::TTM_GENERAL::WINDOW_TARGETS end end # Scene_TinyMapend #endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
TTM Common Event Addon
Content:
- Instead of porting the player you can also call a common event with TTM for
each target.
Code:
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Common Event Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 08.06.2014#║#║ Visit : [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL] for further Information#║#║ Suggestions? Support? Bugs? Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║ #║ #║ Version : 1.0 // 14.06.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install <Tiny Travel Map> Main Script to use <Common Event Addon>")elsif $imported[:TINY_TTM] < 1.4 msgbox_p("You need to install <Tiny Travel Map 1.4> or higher Main Script to use <Common Event Addon>")else$imported[:TINY_TTM_CE] = 1.0#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Instead of porting the player you can also call a common event with TTM for#║ each target.#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_GENERAL # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Still Port the Player? Or should TTM just be used to call common events for # each target? PORT_PLAYER = false #═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch module TTM_TARGETS # Do not touch ADDONS_CE = { # Do not touch#═=═=═════════════════════════════════════════════════════════════════════════=# # █ EXAMPLE TARGETS # Use your IDs of your targets for setting up a Common Event for it # Only Targets that are defined in the Mainscript will be used for this and # can be upgraded by this feature. # ID => Common Event ID :desert => 1, :grassland => 2, :mountain => 3, :tundra => 4#╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=# } # Do not touch end # Do not touchend # TINY#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_TinyMap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap alias_method :check_transfer_common_event_addon ,:check_transfer def check_transfer ce_id = TINY::TTM_TARGETS::ADDONS_CE[@tar_window.all_targets] ce_id = ce_id == nil ? 0 : ce_id $game_temp.reserve_common_event(ce_id) unless TINY::TTM_GENERAL::PORT_PLAYER SceneManager.return return end check_transfer_common_event_addon end end # Scene_TinyMapend # endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
TTM Confirmation Window Addon
Content:
- Adds a Window with further information of the selected target or a picture
- Information Window is also a confirmation window
Code:
#╔═=══════════════════════════════════════════════════════════════════════════=##║ Tinys Travel Map //#║ ** Confirmation Window Addon#║ By TinyMine#║#║ First Published/Erstveröffentlicht 08.07.2014#║#║ Visit : [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL] for further Information#║#║ Suggestions? Support? Bugs? Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║#║ Credits required : TinyMine#║ Commercial Use? : Contact me in [URL="http://rpgmaker-vx-ace.de/"]http://rpgmaker-vx-ace.de/[/URL]#║ #║ #║ Version : 1.0 // 08.07.2014#╚═=═=════════════════════════════════════════════════════════════════════════=#$imported ||= {}if $imported[:TINY_TTM] == nil msgbox_p("You need to install <Tiny Travel Map> Main Script to use <Confirmation Window Addon>")elsif $imported[:TINY_TTM] < 1.41 msgbox_p("You need to install <Tiny Travel Map 1.41> or higher Main Script to use <Confirmation Window Addon>")else$imported[:TINY_TTM_CW] = 1.0#╔═=══════════════════════════════════════════════════════════════════════════=##║ ** FEATURES **#║ #║ - Adds a Window with further information of the selected target or a picture#║ - Information Window is also a confirmation window#║ #╚═=═=════════════════════════════════════════════════════════════════════════=#module TINY # Do not touch module TTM_MODE # Do not touch#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **#╚═=═=════════════════════════════════════════════════════════════════════════=# # Defining x/y pos of info window; dont forget the brackets [] INFOPOS = [350, 100] # Defining width/height of info window; dont forget the brackets [] INFOSIZE = [190, 200] # Defining the Windowskin of your info window; => system folder INFOSKIN = "Window" # Defining the font which should be used in info window INFOFONT = "VL Gothic" # Defines the info windows opacity ( 255 = fully visible) INFOOPACITY = 192 # Defines the info windows opacity ( 255 = fully visible) INFO_BACKOPACITY = 192 # Defines the fonts size of target name in info window INFOTTSIZE = 24 # Defines if name text is bold INFOTTBOLD = true # Defines if name text has shadow INFOTTSHADOW = true # Defines the fonts size of the info text INFOFTSIZE = 18 # Defines if info text font is bold INFOFTBOLD = false # Defines if info text has shadow INFOFTSHADOW = false # Defines the fonts size of confirm text in info window INFOCTSIZE = 24 # Defines if confirm text is bold INFOCTBOLD = false # Defines if confirm text has shadow INFOCTSHADOW = true #═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch module TTM_VOCAB # Do not touch#═=═=═════════════════════════════════════════════════════════════════════════=# # Confirm Text CONFIRM = "Travel" #═=═=═════════════════════════════════════════════════════════════════════════=# end # Do not touch module TTM_TARGETS # Do not touch ADDONS_CW = { # Do not touch#═=═=═════════════════════════════════════════════════════════════════════════=# # █ EXAMPLE TARGETS # Use your IDs of your targets for passing a info text to the window # Only Targets that are defined in the Mainscript will be used for this and # can be upgraded by this feature. # ID => Info Text # You can also use PNG Files by their filename which will be drawn into the # center of the window. A Image will be detected by putting .png to the end # of the string/text # Example: # :desert => "A_Picture.png" :desert => "Just a dry place;\nSome people say\nthere would be\ntreasures though.", :grassland => "The wide and bright\nfields of grassland.\nFarmers call this\ntheir home.", :mountain => "Big mountains seem to\nbe the rulers of\nthe world in this\nplace.", :tundra => "Eternity rests between\nsnow and ice." #╔═=══════════════════════════════════════════════════════════════════════════=# #║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **#║ █ ** Dont edit below this line, except... just don't **#╚═=═=════════════════════════════════════════════════════════════════════════=# } # Do not touch end # Do not touchend # TINY#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** OLD Class Scene_TinyMap#╚═=═=════════════════════════════════════════════════════════════════════════=#class Scene_TinyMap alias_method :create_handler_info_window_addon ,:create_handler alias_method :create_windows_info_window_addon ,:create_windows def create_windows create_windows_info_window_addon @info_window = Window_Target_Info.new end def create_handler create_handler_info_window_addon @tar_window.set_handler(:ok, method(:open_info_window)) @tar_window.set_handler(:cancel, method(:return_scene)) @info_window.set_handler(:ok, method(:check_transfer)) @info_window.set_handler(:cancel,method(:close_info_window)) end def close_info_window @info_window.close @info_window.deactivate @tar_window.activate end def open_info_window @info_window.refresh(@tar_window.all_targets) @info_window.open unless $game_travelmap.targets.empty? @info_window.activate @tar_window.deactivate end end # Scene_TinyMap#╔═=══════════════════════════════════════════════════════════════════════════=##║ █ ** New Class Window_Target_Info#╚═=═=════════════════════════════════════════════════════════════════════════=#class Window_Target_Info < Window_Selectable def initialize super(TINY::TTM_MODE::INFOPOS[0], TINY::TTM_MODE::INFOPOS[1], TINY::TTM_MODE::INFOSIZE[0], TINY::TTM_MODE::INFOSIZE[1]) deactivate self.openness = 0 @index = 0 set_config end def col_max return 1 end def item_max return 1 end def item_width contents.width end def line_height return TINY::TTM_MODE::INFOFTSIZE end def item_rect(index) rect = Rect.new f = Font.new rect.width = contents.text_size(TINY::TTM_VOCAB::CONFIRM).width + 10 rect.height = TINY::TTM_MODE::INFOCTSIZE rect.x = index % col_max * (item_width + spacing) + (contents.width/2 - rect.width/2) rect.y = contents.height - TINY::TTM_MODE::INFOCTSIZE rect end def draw_text_ex(x, y, text) text = convert_escape_characters(text) pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)} process_character(text.slice!(0, 1), text, pos) until text.empty? end def draw_line(x, y, width) contents.fill_rect(x, y, width, 1, Color.new(255,255,255,160)) end def set_config self.back_opacity = TINY::TTM_MODE::INFO_BACKOPACITY self.opacity = TINY::TTM_MODE::INFOOPACITY font = Font.new([TINY::TTM_MODE::INFOFONT]) font.size = TINY::TTM_MODE::INFOFTSIZE font.out_color = Color.new(0, 0, 0, 128) self.contents.font = font end def refresh(item) if $game_travelmap.targets.empty? process_ok return end contents.clear # Draw Titel stuff (line + name) contents.font.color = normal_color contents.font.bold = TINY::TTM_MODE::INFOTTBOLD contents.font.shadow = TINY::TTM_MODE::INFOTTSHADOW contents.font.size = TINY::TTM_MODE::INFOTTSIZE align_middle_x = contents.width/2 - contents.text_size(TINY::TTM_TARGETS::TARGETS[item][:text]).width/2 draw_text_ex(align_middle_x,0, TINY::TTM_TARGETS::TARGETS[item][:text]) draw_line(0, contents.font.size, self.width) # Draw Picture or Text begin if TINY::TTM_TARGETS::ADDONS_CW[item][-4, 4].downcase == ".png" bitmap = Cache.map(TINY::TTM_TARGETS::ADDONS_CW[item]) x = contents.width/2 - bitmap.width/2 y = contents.height/2 - bitmap.height/2 contents.blt(x, y, bitmap, bitmap.rect) else contents.font.bold = TINY::TTM_MODE::INFOFTBOLD contents.font.shadow = TINY::TTM_MODE::INFOFTSHADOW contents.font.size = TINY::TTM_MODE::INFOFTSIZE draw_text_ex(0, TINY::TTM_MODE::INFOTTSIZE + 2, TINY::TTM_TARGETS::ADDONS_CW[item]) end rescue p "There was no info to that target #{item}. On purpose?" end # Draw Confirm stuff (selection) contents.font.color = normal_color contents.font.size = TINY::TTM_MODE::INFOCTSIZE contents.font.bold = TINY::TTM_MODE::INFOCTBOLD contents.font.shadow = TINY::TTM_MODE::INFOCTSHADOW align_middle_x = contents.width/2 - contents.text_size(TINY::TTM_VOCAB::CONFIRM).width/2 draw_text_ex(align_middle_x, contents.height - contents.font.size, TINY::TTM_VOCAB::CONFIRM) endend # Window_Target_Infoend # endif#╔═=═══════════════════════════════════════════════════════════════════════════╗#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣#╚═=═=═════════════════════════════════════════════════════════════════════════╝
Known Issues :
-
Planned Features :
- Share your wishes/suggestions with me!
Thanks go to :
- PandaMaru for her beautiful demo graphics
Demo is up to date contents following addons: Map Effects, Fade Out, Names in Map, Confirmation Window
TinyMap Demo 1.41.zip
Attachments
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