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标题: 請問Woratana版迷你地圖的BUG該如何解決? [打印本页]

作者: 冷徹心扉    时间: 2012-10-7 18:19
标题: 請問Woratana版迷你地圖的BUG該如何解決?
此為Woratana版的迷你地圖腳本
但似乎存在一個BUG,若是在儲存遊戲記錄之後又新增了一個地圖
那麼讀取該記錄進入新地圖則會出現return @map_info.show_minimap?的錯誤訊息
只有重新開始遊戲才能避免

煩請各位前輩不吝給予協助,萬分感謝!

附上我的腳本
#===============================================================
# ● [VX] ◦ MiniMap ◦ □
# * Plug N Play Minimap (Don't need image~)
# ◦ by Woratana [[email protected]]


module MiniMap
  #===========================================================================
  # [START] MINIMAP SCRIPT SETUP PART
  #---------------------------------------------------------------------------
  SWITCH_NO_MINIMAP = 6 # 打開這個不顯示迷你地圖
   
  MAP_RECT = [442,5, 96, 96] # 迷你地圖尺寸和位置[x.y.長.寬] 要倍率的倍數 442 5 96 96(或84*84) 12的倍數
  # [X, Y, Width, Height]
  # 你可以呼叫腳本來改他
  # $game_system.minimap = [X, Y, Width, Height]
  # $game_system.minimap = [5, 5,84,84]  

  MAP_Z = 0 # Minimap's Z-協調
  #增加這個數字,如果是小地圖上顯示下面的一些對象的問題。

  GRID_SIZE = 6 #(縮放倍率) 建議超過3    6
  
  MINIMAP_BORDER_COLOR = Color.new(40,180,250,100) # 迷你地圖邊框顏色
  # Color.new(Red, Green, Blue, Opacity)
  MINIMAP_BORDER_SIZE = 1 #邊框厚度
  #-----------------------------------------------------------------------------------------------------------------                             
  FOREGROUND_COLOR = Color.new(235,245,255, 100) #可通行顏色
  BACKGROUND_COLOR = Color.new(0, 5, 10, 170) #無法通行顏色
  #-----------------------------------------------------------------------------------------------------------------  
  USE_OUTLINE_EVENT = true                       # 是否顯示事件點
  EVENT_OUTLINE_COLOR = Color.new(0, 0, 0, 255)  # 事件點邊框顏色
  USE_OUTLINE_PLAYER = true                      # 是否顯示玩家
  PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 255) # 角色邊框顏色
  PLAYER_COLOR = Color.new(15, 115, 255, 255)    # 玩家顏色
  #-----------------------------------------------------------------------------------------------------------------
  
  OBJECT_COLOR = {} # 不要動這個
  #===============================================================
  OBJECT_COLOR['NPC'] = Color.new(30,155,90,255)   #綠色   NPC
  OBJECT_COLOR['敵人'] = Color.new(205,55,55,255)   #紅色    敵人
  OBJECT_COLOR['傳送'] = Color.new(120,250,250,255) #青色   傳點
  OBJECT_COLOR['存檔'] = Color.new(125,60,245,255)  #紫色   存點
  OBJECT_COLOR['儲藏箱'] = Color.new(75,100,140,255)  #灰色
  OBJECT_COLOR['目標'] = Color.new(255,200,0,255)  #金色   


  
#~   OBJECT_COLOR['npc'] = Color.new(30,144,255,255)  #NPC
#~   OBJECT_COLOR['treasure'] = Color.new(0,255,255,255) #寶藏
#~   OBJECT_COLOR['enemy'] = Color.new(139,35,35,255)  #敵人
#~   OBJECT_COLOR['merchant'] = Color.new(255,255,0,255)  #商人  
  
  #===========================================================================
  #* [可選]標籤:
  #------------------------------------------------- --------------------------
  #更改為禁用小地圖小地圖和事件的顯示關鍵字的〜
  #------------------------------------------------- ----------------------
  TAG_NO_MINIMAP ='X'#標記為禁用小地圖
  TAG_EVENT ='點'#標記的小地圖上顯示事件
  #---------------------------------------------------------------------------
  #---------------------------------------------------------------------------
  # [END] MINIMAP SCRIPT SETUP PART
  #===========================================================================
  
  def self.refresh
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.refresh
    end
  end
  
  def self.update_object
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.update_object_list
    end
  end
end

#==============================================================================
# ?RPG::MapInfo
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/\[.*\]/) { }
  end

  def original_name
    return @name
  end

  def show_minimap?
    return [email protected]?(MiniMap::TAG_NO_MINIMAP)
  end
end
#==============================================================================
# ?Game_System
#==============================================================================
class Game_System
  attr_accessor :minimap
  alias wora_minimap_gamsys_ini initialize
  
  def initialize
    wora_minimap_gamsys_ini
    @minimap = MiniMap::MAP_RECT
  end
  
  def show_minimap
    return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
  end
end
#==============================================================================
# ?Game_Map
#==============================================================================
class Game_Map
  alias wora_minimap_gammap_setup setup
  def setup(map_id)
    wora_minimap_gammap_setup(map_id)
    @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
    @map_info = @db_info[map_id]
  end
  
  def show_minimap?
    return @map_info.show_minimap?
  end
end
#==============================================================================
# ?Game_Event
#==============================================================================
class Game_Event < Game_Character
  def mm_comment?(comment, return_comment = false )
    if [email protected]?
      for i in [email protected] - 1
        next if @list.code != 108
        if @list.parameters[0].include?(comment)
          return @list.parameters[0] if return_comment
          return true
        end
      end
    end
    return '' if return_comment
    return false
  end
end
#==============================================================================
# ?Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
  def initialize(tilemap)
    @tilemap = tilemap
    refresh
  end

  def dispose
    @border.bitmap.dispose
    @border.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
  end

  def visible
    return @map_sprite.visible
  end

  def visible=(value)
    @map_sprite.visible = value
    @object_sprite.visible = value
    @position_sprite.visible = value
    @border.visible = value
  end

  def refresh
    @mmr = $game_system.minimap
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @size = [map_rect.width / grid_size, map_rect.height / grid_size]

    @border = Sprite.new
    @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
    @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
    b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
   
    @map_sprite = Sprite.new
    @map_sprite.x = map_rect.x
    @map_sprite.y = map_rect.y
    @map_sprite.z = MiniMap::MAP_Z
    bitmap_width = $game_map.width * grid_size + map_rect.width
    bitmap_height = $game_map.height * grid_size + map_rect.height
    @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @map_sprite.src_rect = map_rect

    @object_sprite = Sprite.new
    @object_sprite.x = map_rect.x
    @object_sprite.y = map_rect.y
    @object_sprite.z = MiniMap::MAP_Z + 1
    @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @object_sprite.src_rect = map_rect

    @position_sprite = Sprite_Base.new
    @position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
    @position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
    @position_sprite.z = MiniMap::MAP_Z + 2
   
    bitmap = Bitmap.new(grid_size, grid_size)
    # Player's Outline
    if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
      bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
      brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
        bitmap.rect.height - 2)
      bitmap.clear_rect(brect)
    else
      brect = bitmap.rect
    end
   
    bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
    @position_sprite.bitmap = bitmap

    draw_map
    update_object_list
    draw_object
    update_position
  end

  def draw_map
    bitmap = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
   
    $game_map.width.times do |i|
      $game_map.height.times do |j|
        if !$game_map.passable?(i, j)
          next
        end
        rect = Rect.new(map_rect.width / 2 + grid_size * i,
          map_rect.height / 2 + grid_size * j,
          grid_size, grid_size)
        if grid_size >= 3
          if !$game_map.passable?(i, j)
            rect.height -= 1
            rect.x += 1
            rect.width -= 1
            rect.width -= 1
            rect.y += 1
            rect.height -= 1
          end
        end
        bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
      end
    end
  end

  def update_object_list
    @object_list = {}
    $game_map.events.values.each do |e|
      comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
      if comment != ''
        type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
        @object_list[type] = [] if @object_list[type].nil?
        @object_list[type] << e
      end
    end
  end

  def draw_object
    bitmap = @object_sprite.bitmap
    bitmap.clear
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    rect = Rect.new(0, 0, grid_size, grid_size)
    mw = map_rect.width / 2
    mh = map_rect.height / 2

    @object_list.each do |key, events|
      color = MiniMap::OBJECT_COLOR[key]
      next if events.nil? or color.nil?
      events.each do |obj|
        if !obj.character_name.empty?
          rect.x = mw + obj.real_x * grid_size / 256
          rect.y = mh + obj.real_y * grid_size / 256
          # Event's Outline
          if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
            bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
            brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
            rect.height - 2)
            bitmap.clear_rect(brect)
          else
            brect = bitmap.rect
          end
          bitmap.fill_rect(brect, color)
        end
      end
    end
  end

  def update
    if @mmr != $game_system.minimap
      dispose
      refresh
    end
    draw_object
    update_position
    if @map_sprite.visible
      @map_sprite.update
      @object_sprite.update
      @position_sprite.update
    end
  end

  def update_position
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    sx = $game_player.real_x * grid_size / 256
    sy = $game_player.real_y * grid_size / 256
    @map_sprite.src_rect.x = sx
    @map_sprite.src_rect.y = sy
    @object_sprite.src_rect.x = sx
    @object_sprite.src_rect.y = sy
  end
end
#==============================================================================
# ?Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
  attr_reader :minimap
  alias wora_minimap_sprsetmap_ini initialize
  alias wora_minimap_sprsetmap_dis dispose
  alias wora_minimap_sprsetmap_upd update
  
  def initialize
    wora_minimap_sprsetmap_ini
    if $game_map.show_minimap?
      @minimap = Game_MiniMap.new(@tilemap)
      $game_system.show_minimap = true if $game_system.show_minimap.nil?
      @minimap.visible = $game_system.show_minimap
    end
  end
  
  def dispose
    @minimap.dispose if [email protected]?
    wora_minimap_sprsetmap_dis
  end

  def update
    if [email protected]?
      if $game_system.show_minimap
        @minimap.visible = true
        @minimap.update
      else
        @minimap.visible = false
      end
    end
    wora_minimap_sprsetmap_upd
  end
end
#==============================================================================
# ?Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  attr_reader :spriteset
end





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