japhet13a

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wow nice script!  :)

Is it possible to use 2 different kinds of maps?
Like an overworld map and a city map? 
 

TinyMine

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This is part of the next patch, which probably will be released in few weeks (depends on leisure). Still working out how it would be the easiest way since every map has huge amount of config options. Right now I am seeking for a way that it wont be too cluttered, when users will config more than 1 map.

Nevertheless - I am pleased to tell you that this idea is already in progess :)
 
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TinyMine

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Hey guys,

right now I am seeking for a way how people can use more than one map without having a huuuuge amount of config data in your scripts. 

For this I decided to create a GUI for TTM, where you use a seperate program, that saves ruby readable files by the config you set up in the program.

A very first impression would be this picture:

behish.jpg


You can see some of the known config options already. Also you can see a possibility to produce a rough graphical preview where you can see the look of the possible scene later in your game.

Some suggestions from me:

- I would show windows just as empty but colored squares ( to see position, size and transparency of your configured window ); I guess that shall be enough?

for the needed future version is planned:

- Direction teleport (how did I miss that all the time)

- Background Music

- Multiple Maps ( each map will get a external config file which will be read and used by your script; I think I will make it still possible to configure in the script directly, so both options can be done )

So ... yeah

What do you think? Would this extern program be useful at all? Would you use it? Or do you see no problems when config is all in script section?

Looking forward for your feedback.

Stay safe
 

RaZzi

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Looks good althou I wouldn't be needing this since I have only one world map. Unless I make an underworld............... ...... .........
 

Puppet Play

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I think there would be no problem when config is all in script section as long as the instructions and explanations in using the script is clear.  :)

cool script btw. yeah multiple maps would definitely be very useful especially in having multiple continents (where towns and dungeons are found)  and city maps (own house, blacksmith, item/weapon shop are found). possibilities of this script is endless! keep up the good work man!  :D
 

SerpentRose

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I personally would prefer a GUI if you can find the time. :U I've yet to encounter decent instructions when it came to editing a script to read a bunch of different things, which leads to error messages and 30 play tests... This script would be super awesome to use, though I'd have to give it a go on a fresh project.
 

Fatalys93

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Awesome script, i'm going to use it. *^*

But first...I've a suggest. can you add some scripts to insert in a conditional branch? Just to check if a teleport is active or not... for example

Ex,:

If Teleport (1) == true 

then

else

Like the feature in Nicke's Teleport Script (I'm using his script now) :D
 

Shiniiji

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Awesome Script! I will use it in my Project - No need for a Worldmap anymore, I can rather draw the Map now to Take it as a Background to your Travel script. Thank you so much. ^.^
 

kynkan

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Is there a way to have a position show on the map, but not be able to teleport to it, for example a part of the map image that shows information.

Ps.-Great script.
 

Nanaki_Fan

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Does anyone have this script and the demo? The first post is all messed up :(
 

Tw0Face

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Cannot unzip the demo project as the archive is corrupted.
 

zeroscares

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here's the fixed script
((DELETED))
 
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Roninator2

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here's the fixed script
With lots of errors. Extra spaces in a lot of places. Just needs a little bit more cleanup.
At least it runs without errors. I don't have images to test it fully
Ruby:
#╔═════════════════════════════════════════════════════════════════════════════#
#║ Tinys Travel Map
#║ By TinyMine
#║
#║  First Published/Erstveröffentlicht 09.07.2013
#║
#║  Visit : http://rpgmaker-mv.de/ for further Information
#║
#║  Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
#║
#║  Credits required : TinyMine
#║  Commercial Use?  : Contact me in http://rpgmaker-mv.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)
  end
end # 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 if
end # 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 if
end # 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[i]
      @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 ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
Ruby:
# ╔═════════════════════════════════════════════════════════════════════════════#
# ║ Tinys Travel Map //
# ║ ** Fade Out Addon
# ║ By TinyMine
# ║
# ║ First Published 04.06.2014
# ║
# ║ Visit: http://rpgmaker-mv.de/ for further Information
# ║
# ║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
# ║
# ║ Credits required: TinyMine
# ║ Commercial Use? : Contact me in http://rpgmaker-mv.de/
# ║
# ║
# ║ 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 touch
end # 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_TinyMap
end # endif

#╔═════════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
Ruby:
# ╔═════════════════════════════════════════════════════════════════════════════#
# ║ Tinys Travel Map //
# ║ ** Map Effects Addon
# ║ By TinyMine
# ║
# ║ First Published 04.06.2014
# ║
# ║ Visit: http://rpgmaker-mv.de/ for further Information
# ║
# ║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
# ║
# ║ Credits required: TinyMine
# ║ Commercial Use? : Contact me in http://rpgmaker-mv.de/
# ║
# ║
# ║ 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 <Map Effects 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, b)
#║ Change the Tone of your travel map. r = Red, g = Green, b = Blue
#║
#║ █  change_map_weather(type, power)
#║ types
#║ :rain, :snow, :storm, :none
#║ power
#║ 0-10
#║
#╚═════════════════════════════════════════════════════════════════════════════#

#╔═════════════════════════════════════════════════════════════════════════════#
#║ █ ** 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_TinyMap

end #endif

#╔═════════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
Ruby:
#╔═════════════════════════════════════════════════════════════════════════════#
#║ Tinys Travel Map //
#║ ** Text Names Addon
#║ By TinyMine
#║
#║ First Published 04.06.2014
#║
#║ Visit: http://rpgmaker-mv.de/ for further Information
#║
#║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
#║
#║ Credits required: TinyMine
#║ Commercial Use? : Contact me in http://rpgmaker-mv.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 <Text Names Addon>")
elsif $imported[:TINY_TTM] < 1.4
  msgbox_p("You need to install <Tiny Travel Map 1.4> or higher Main Script to use <Text Names 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 touch
end # 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_TinyMap
end #endif

#╔═════════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
Ruby:
#╔═════════════════════════════════════════════════════════════════════════════#
#║ Tinys Travel Map //
#║ ** Common Event Addon
#║ By TinyMine
#║
#║ First Published 08.06.2014
#║
#║  Visit : http://rpgmaker-mv.de/ for further Information
#║
#║  Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
#║
#║  Credits required : TinyMine
#║  Commercial Use?  : Contact me in http://rpgmaker-mv.de/
#║
#║
#║ 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 touch
end # 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_TinyMap
end # endif

#╔═════════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
Ruby:
#╔═════════════════════════════════════════════════════════════════════════════#
#║ Tinys Travel Map //
#║ ** Confirmation Window Addon
#║ By TinyMine
#║
#║ First Published 08.07.2014
#║
#║  Visit : http://rpgmaker-mv.de/ for further Information
#║
#║  Suggestions? Support? Bugs? Contact me in http://rpgmaker-mv.de/
#║
#║  Credits required : TinyMine
#║  Commercial Use?  : Contact me in http://rpgmaker-mv.de/
#║
#║
#║ 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 touch
end # 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)
  end

end # Window_Target_Info
end # endif

#╔═════════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═════════════════════════════════════════════════════════════════════════════╝
 
Last edited:

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