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本帖最后由 qiji19980124 于 2010-10-4 17:36 编辑
【不知道我有没有煋……】
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ ミニマップ - KGC_MiniMap ◆ VX ◆
- #_/ ◇ Last update : 2009/09/13 ◇
- #_/----------------------------------------------------------------------------
- #_/ ミニマップ表示機能を追加します。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #==============================================================================
- # ★ カスタマイズ項目 - Customize ★
- #==============================================================================
- module KGC
- module MiniMap
- # ◆ ミニマップ表示 ON/OFF を切り替えるスイッチ ID
- MINIMAP_SWITCH_ID = 3
- # ◆ ミニマップ表示位置・サイズ (X, Y, 幅, 高さ)
- MAP_RECT = Rect.new(364, 20, 160, 120)
- # ◆ ミニマップの Z 座標
- # 大きくしすぎると色々なものに被ります。
- MAP_Z = 0
- # ◆ 1マスのサイズ
- # 3 以上を推奨。
- GRID_SIZE = 5
- # ◆ ミニマップ前景色(通行可)
- FOREGROUND_COLOR = Color.new(224, 224, 255, 160)
- # ◆ ミニマップ背景色(通行不可)
- BACKGROUND_COLOR = Color.new(0, 0, 160, 160)
- # ◆ 現在位置アイコンの色
- POSITION_COLOR = Color.new(255, 0, 0, 192)
- # ◆ マップ移動イベント [MOVE] の色
- MOVE_EVENT_COLOR = Color.new(255, 160, 0, 192)
- # ◆ オブジェクトの色
- # 要素の先頭から順に [OBJ1], [OBJ2], ... に対応。
- OBJECT_COLOR = [
- Color.new( 0, 160, 0, 192), # [OBJ 1]
- Color.new( 0, 160, 160, 192), # [OBJ 2]
- Color.new(160, 0, 160, 192), # [OBJ 3]
- ] # ← この ] は消さないこと!
- # ◆ アイコンの点滅の強さ
- # 5 ~ 8 あたりを推奨。
- BLINK_LEVEL = 7
- # ◆ マップのキャッシュ数
- # この数を超えると、長期間参照していないものから削除。
- CACHE_NUM = 10
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $imported["MiniMap"] = true
- if $data_mapinfos == nil
- $data_mapinfos = load_data("Data/MapInfos.rvdata")
- end
- module KGC::MiniMap
- module Regexp
- # ミニマップ非表示
- NO_MINIMAP = /\[NOMAP\]/i
- # 障害物
- WALL_EVENT = /\[WALL\]/i
- # 移動イベント
- MOVE_EVENT = /\[MOVE\]/i
- # オブジェクト
- OBJECT = /\[OBJ(?:ECT)?\s*(\d)\]/i
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ KGC::Commands
- #==============================================================================
- module KGC
- module Commands
- module_function
- #--------------------------------------------------------------------------
- # ○ ミニマップを表示
- #--------------------------------------------------------------------------
- def show_minimap
- $game_system.minimap_show = true
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップを隠す
- #--------------------------------------------------------------------------
- def hide_minimap
- $game_system.minimap_show = false
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップをリフレッシュ
- #--------------------------------------------------------------------------
- def refresh_minimap
- return unless $scene.is_a?(Scene_Map)
- $game_map.refresh if $game_map.need_refresh
- $scene.refresh_minimap
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップのオブジェクトを更新
- #--------------------------------------------------------------------------
- def update_minimap_object
- return unless $scene.is_a?(Scene_Map)
- $game_map.refresh if $game_map.need_refresh
- $scene.update_minimap_object
- end
- end
- end
- class Game_Interpreter
- include KGC::Commands
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ RPG::MapInfo
- #==============================================================================
- class RPG::MapInfo
- #--------------------------------------------------------------------------
- # ● マップ名取得
- #--------------------------------------------------------------------------
- def name
- return @name.gsub(/\[.*\]/) { "" }
- end
- #--------------------------------------------------------------------------
- # ○ オリジナルマップ名取得
- #--------------------------------------------------------------------------
- def original_name
- return @name
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップのキャッシュ生成
- #--------------------------------------------------------------------------
- def create_minimap_cache
- @__minimap_show = !(@name =~ KGC::MiniMap::Regexp::NO_MINIMAP)
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ表示
- #--------------------------------------------------------------------------
- def minimap_show?
- create_minimap_cache if @__minimap_show == nil
- return @__minimap_show
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_System
- #==============================================================================
- class Game_System
- #--------------------------------------------------------------------------
- # ○ ミニマップ表示フラグ取得
- #--------------------------------------------------------------------------
- def minimap_show
- return $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID]
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ表示フラグ変更
- #--------------------------------------------------------------------------
- def minimap_show=(value)
- $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] = value
- $game_map.need_refresh = true
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Map
- #==============================================================================
- class Game_Map
- #--------------------------------------------------------------------------
- # ○ ミニマップを表示するか
- #--------------------------------------------------------------------------
- def minimap_show?
- return $data_mapinfos[map_id].minimap_show?
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Event
- #==============================================================================
- class Game_Event < Game_Character
- #--------------------------------------------------------------------------
- # ○ グラフィックがあるか
- #--------------------------------------------------------------------------
- def graphic_exist?
- return (character_name != "" || tile_id > 0)
- end
- #--------------------------------------------------------------------------
- # ○ 障害物か
- #--------------------------------------------------------------------------
- def is_minimap_wall_event?
- return (@event.name =~ KGC::MiniMap::Regexp::WALL_EVENT)
- end
- #--------------------------------------------------------------------------
- # ○ 移動イベントか
- #--------------------------------------------------------------------------
- def is_minimap_move_event?
- return (@event.name =~ KGC::MiniMap::Regexp::MOVE_EVENT)
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップオブジェクトか
- #--------------------------------------------------------------------------
- def is_minimap_object?
- return (@event.name =~ KGC::MiniMap::Regexp::OBJECT)
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップオブジェクトタイプ
- #--------------------------------------------------------------------------
- def minimap_object_type
- if @event.name =~ KGC::MiniMap::Regexp::OBJECT
- return $1.to_i
- else
- return 0
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Game_MiniMap
- #------------------------------------------------------------------------------
- # ミニマップを扱うクラスです。
- #==============================================================================
- class Game_MiniMap
- #--------------------------------------------------------------------------
- # ○ 構造体
- #--------------------------------------------------------------------------
- Point = Struct.new(:x, :y)
- Size = Struct.new(:width, :height)
- PassageCache = Struct.new(:map_id, :table, :scan_table)
- #--------------------------------------------------------------------------
- # ○ クラス変数
- #--------------------------------------------------------------------------
- @@passage_cache = [] # 通行フラグテーブルキャッシュ
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(tilemap)
- @map_rect = KGC::MiniMap::MAP_RECT
- @grid_size = [KGC::MiniMap::GRID_SIZE, 1].max
- @x = 0
- @y = 0
- @grid_num = Point.new(
- (@map_rect.width + @grid_size - 1) / @grid_size,
- (@map_rect.height + @grid_size - 1) / @grid_size
- )
- @draw_grid_num = Point.new(@grid_num.x + 2, @grid_num.y + 2)
- @draw_range_begin = Point.new(0, 0)
- @draw_range_end = Point.new(0, 0)
- @tilemap = tilemap
- @last_x = $game_player.x
- @last_y = $game_player.y
- create_sprites
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ スプライト作成
- #--------------------------------------------------------------------------
- def create_sprites
- @viewport = Viewport.new(@map_rect)
- @viewport.z = KGC::MiniMap::MAP_Z
- # ビットマップサイズ計算
- @bmp_size = Size.new(
- (@grid_num.x + 2) * @grid_size,
- (@grid_num.y + 2) * @grid_size
- )
- @buf_bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
- # マップ用スプライト作成
- @map_sprite = Sprite.new(@viewport)
- @map_sprite.x = -@grid_size
- @map_sprite.y = -@grid_size
- @map_sprite.z = 0
- @map_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
- # オブジェクト用スプライト作成
- @object_sprite = Sprite_MiniMapIcon.new(@viewport)
- @object_sprite.x = -@grid_size
- @object_sprite.y = -@grid_size
- @object_sprite.z = 1
- @object_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height)
- # 現在位置スプライト作成
- @position_sprite = Sprite_MiniMapIcon.new
- @position_sprite.x = @map_rect.x + @grid_num.x / 2 * @grid_size
- @position_sprite.y = @map_rect.y + @grid_num.y / 2 * @grid_size
- @position_sprite.z = @viewport.z + 2
- bitmap = Bitmap.new(@grid_size, @grid_size)
- bitmap.fill_rect(bitmap.rect, KGC::MiniMap::POSITION_COLOR)
- @position_sprite.bitmap = bitmap
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- def dispose
- @buf_bitmap.dispose
- @map_sprite.bitmap.dispose
- @map_sprite.dispose
- @object_sprite.bitmap.dispose
- @object_sprite.dispose
- @position_sprite.bitmap.dispose
- @position_sprite.dispose
- @viewport.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 可視状態取得
- #--------------------------------------------------------------------------
- def visible
- return @map_sprite.visible
- end
- #--------------------------------------------------------------------------
- # ○ 可視状態設定
- #--------------------------------------------------------------------------
- def visible=(value)
- @viewport.visible = value
- @map_sprite.visible = value
- @object_sprite.visible = value
- @position_sprite.visible = value
- end
- #--------------------------------------------------------------------------
- # ○ リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- update_draw_range
- update_passage_table
- update_object_list
- update_position
- draw_map
- draw_object
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # ○ 描画範囲更新
- #--------------------------------------------------------------------------
- def update_draw_range
- range = []
- (2).times { |i| range[i] = @draw_grid_num[i] / 2 }
- @draw_range_begin.x = $game_player.x - range[0]
- @draw_range_begin.y = $game_player.y - range[1]
- @draw_range_end.x = $game_player.x + range[0]
- @draw_range_end.y = $game_player.y + range[1]
- end
- #--------------------------------------------------------------------------
- # ○ 通行可否テーブル更新
- #--------------------------------------------------------------------------
- def update_passage_table
- cache = get_passage_table_cache
- @passage_table = cache.table
- @passage_scan_table = cache.scan_table
- update_around_passage
- end
- #--------------------------------------------------------------------------
- # ○ 通行可否テーブルのキャッシュを取得
- #--------------------------------------------------------------------------
- def get_passage_table_cache
- map_id = $game_map.map_id
- cache = @@passage_cache.find { |c| c.map_id == map_id }
- if cache == nil
- # キャッシュミス
- cache = PassageCache.new(map_id)
- cache.table = Table.new($game_map.width, $game_map.height)
- cache.scan_table = Table.new(
- ($game_map.width + @draw_grid_num.x - 1) / @draw_grid_num.x,
- ($game_map.height + @draw_grid_num.y - 1) / @draw_grid_num.y
- )
- end
- # 直近のキャッシュは先頭、古いキャッシュは削除
- @@passage_cache.unshift(cache)
- @@passage_cache.delete_at(KGC::MiniMap::CACHE_NUM)
- return cache
- end
- #--------------------------------------------------------------------------
- # ○ 通行可否テーブルのキャッシュをクリア
- #--------------------------------------------------------------------------
- def clear_passage_table_cache
- return if @passage_scan_table == nil
- table = @passage_scan_table
- @passage_scan_table = Table.new(table.xsize, table.ysize)
- end
- #--------------------------------------------------------------------------
- # ○ 通行可否テーブルの探索
- # x, y : 探索位置
- #--------------------------------------------------------------------------
- def scan_passage(x, y)
- dx = x / @draw_grid_num.x
- dy = y / @draw_grid_num.y
- return if @passage_scan_table[dx, dy] == 1
- return unless dx.between?(0, @passage_scan_table.xsize - 1)
- return unless dy.between?(0, @passage_scan_table.ysize - 1)
- rx = (dx * @draw_grid_num.x)...((dx + 1) * @draw_grid_num.x)
- ry = (dy * @draw_grid_num.y)...((dy + 1) * @draw_grid_num.y)
- mw = $game_map.width - 1
- mh = $game_map.height - 1
- rx.each { |x|
- next unless x.between?(0, mw)
- ry.each { |y|
- next unless y.between?(0, mh)
- @passage_table[x, y] = ($game_map.passable?(x, y) ? 1 : 0)
- }
- }
- @passage_scan_table[dx, dy] = 1
- end
- #--------------------------------------------------------------------------
- # ○ 周辺の通行可否テーブル更新
- #--------------------------------------------------------------------------
- def update_around_passage
- gx = @draw_grid_num.x
- gy = @draw_grid_num.y
- dx = $game_player.x - gx / 2
- dy = $game_player.y - gy / 2
- scan_passage(dx, dy)
- scan_passage(dx + gx, dy)
- scan_passage(dx, dy + gy)
- scan_passage(dx + gx, dy + gy)
- end
- #--------------------------------------------------------------------------
- # ○ オブジェクト一覧更新
- #--------------------------------------------------------------------------
- def update_object_list
- events = $game_map.events.values
- # WALL
- @wall_events = events.find_all { |e|
- e.graphic_exist? && e.is_minimap_wall_event?
- }
- # MOVE
- @move_events = events.find_all { |e|
- e.graphic_exist? && e.is_minimap_move_event?
- }
- # OBJ
- @object_list = []
- events.each { |e|
- next unless e.graphic_exist?
- next unless e.is_minimap_object?
- type = e.minimap_object_type
- if @object_list[type] == nil
- @object_list[type] = []
- end
- @object_list[type] << e
- }
- end
- #--------------------------------------------------------------------------
- # ○ 位置更新
- #--------------------------------------------------------------------------
- def update_position
- pt = Point.new($game_player.x, $game_player.y)
- dx = ($game_player.real_x - pt.x * 256) * @grid_size / 256
- dy = ($game_player.real_y - pt.y * 256) * @grid_size / 256
- ox = dx % @grid_size
- oy = dy % @grid_size
- ox = -(@grid_size - ox) if dx < 0
- oy = -(@grid_size - oy) if dy < 0
- @viewport.ox = ox
- @viewport.oy = oy
- if pt.x != @last_x || pt.y != @last_y
- draw_map
- @last_x = pt.x
- @last_y = pt.y
- end
- end
- #--------------------------------------------------------------------------
- # ○ 描画範囲内判定
- #--------------------------------------------------------------------------
- def in_draw_range?(x, y)
- rb = @draw_range_begin
- re = @draw_range_end
- return (x.between?(rb.x, re.x) && y.between?(rb.y, re.y))
- end
- #--------------------------------------------------------------------------
- # ○ マップ範囲内判定
- #--------------------------------------------------------------------------
- def in_map_range?(x, y)
- mw = $game_map.width
- mh = $game_map.height
- return (x.between?(0, mw - 1) && y.between?(0, mh - 1))
- end
- #--------------------------------------------------------------------------
- # ○ マップ描画
- # dir : 追加位置 (0 で全体)
- #--------------------------------------------------------------------------
- def draw_map(dir = 0)
- bitmap = @map_sprite.bitmap
- bitmap.fill_rect(bitmap.rect, KGC::MiniMap::BACKGROUND_COLOR)
- rect = Rect.new(0, 0, @grid_size, @grid_size)
- range_x = (@draw_range_begin.x)..(@draw_range_end.x)
- range_y = (@draw_range_begin.y)..(@draw_range_end.y)
- mw = $game_map.width - 1
- mh = $game_map.height - 1
- update_around_passage
- # 通行可能領域描画
- range_x.each { |x|
- next unless x.between?(0, mw)
- range_y.each { |y|
- next unless y.between?(0, mh)
- next if @passage_table[x, y] == 0
- next if @wall_events.find { |e| e.x == x && e.y == y } # 壁
- rect.x = (x - @draw_range_begin.x) * @grid_size
- rect.y = (y - @draw_range_begin.y) * @grid_size
- bitmap.fill_rect(rect, KGC::MiniMap::FOREGROUND_COLOR)
- }
- }
- # MOVE
- @move_events.each { |e|
- rect.x = (e.x - @draw_range_begin.x) * @grid_size
- rect.y = (e.y - @draw_range_begin.y) * @grid_size
- bitmap.fill_rect(rect, KGC::MiniMap::MOVE_EVENT_COLOR)
- }
- end
- #--------------------------------------------------------------------------
- # ○ オブジェクト描画
- #--------------------------------------------------------------------------
- def draw_object
- # 下準備
- bitmap = @object_sprite.bitmap
- bitmap.clear
- rect = Rect.new(0, 0, @grid_size, @grid_size)
- # オブジェクト描画
- @object_list.each_with_index { |list, i|
- color = KGC::MiniMap::OBJECT_COLOR[i - 1]
- next if list.nil? || color.nil?
- list.each { |obj|
- next unless in_draw_range?(obj.x, obj.y)
- rect.x = (obj.real_x - @draw_range_begin.x * 256) * @grid_size / 256
- rect.y = (obj.real_y - @draw_range_begin.y * 256) * @grid_size / 256
- bitmap.fill_rect(rect, color)
- }
- }
- end
- #--------------------------------------------------------------------------
- # ○ 更新
- #--------------------------------------------------------------------------
- def update
- return unless @map_sprite.visible
- update_draw_range
- update_position
- draw_object
- @map_sprite.update
- @object_sprite.update
- @position_sprite.update
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Sprite_MiniMapIcon
- #------------------------------------------------------------------------------
- # ミニマップ用アイコンのクラスです。
- #==============================================================================
- class Sprite_MiniMapIcon < Sprite
- DURATION_MAX = 60
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # viewport : ビューポート
- #--------------------------------------------------------------------------
- def initialize(viewport = nil)
- super(viewport)
- @duration = DURATION_MAX / 2
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- @duration += 1
- if @duration == DURATION_MAX
- @duration = 0
- end
- update_effect
- end
- #--------------------------------------------------------------------------
- # ○ エフェクトの更新
- #--------------------------------------------------------------------------
- def update_effect
- self.color.set(255, 255, 255,
- (@duration - DURATION_MAX / 2).abs * KGC::MiniMap::BLINK_LEVEL
- )
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Spriteset_Map
- #==============================================================================
- class Spriteset_Map
- attr_reader :minimap
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias initialize_KGC_MiniMap initialize
- def initialize
- initialize_KGC_MiniMap
- create_minimap
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ作成
- #--------------------------------------------------------------------------
- def create_minimap
- return unless $game_map.minimap_show?
- @minimap = Game_MiniMap.new(@tilemap)
- @minimap.visible = $game_system.minimap_show
- end
- #--------------------------------------------------------------------------
- # ● 解放
- #--------------------------------------------------------------------------
- alias dispose_KGC_MiniMap dispose
- def dispose
- dispose_KGC_MiniMap
- dispose_minimap
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ解放
- #--------------------------------------------------------------------------
- def dispose_minimap
- @minimap.dispose unless @minimap.nil?
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias update_KGC_MiniMap update
- def update
- update_KGC_MiniMap
- update_minimap
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ更新
- #--------------------------------------------------------------------------
- def update_minimap
- return if @minimap.nil?
- if $game_system.minimap_show
- @minimap.visible = true
- @minimap.update
- else
- @minimap.visible = false
- end
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップ全体をリフレッシュ
- #--------------------------------------------------------------------------
- def refresh_minimap
- return if @minimap.nil?
- @minimap.clear_passage_table_cache
- @minimap.refresh
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップのオブジェクトを更新
- #--------------------------------------------------------------------------
- def update_minimap_object
- @minimap.update_object_list unless @minimap.nil?
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map
- #--------------------------------------------------------------------------
- # ○ ミニマップ全体をリフレッシュ
- #--------------------------------------------------------------------------
- def refresh_minimap
- @spriteset.refresh_minimap
- end
- #--------------------------------------------------------------------------
- # ○ ミニマップのオブジェクトを更新
- #--------------------------------------------------------------------------
- def update_minimap_object
- @spriteset.update_minimap_object
- end
- end
复制代码 这个……可以在地图右上角显示小地图
# ◆ ミニマップ表示 ON/OFF を切り替えるスイッチ ID
MINIMAP_SWITCH_ID = 3
这里是要设定一下的,是显示/不显示小地图的开关的ID(就是编辑事件那里的)
开关On时就是开小地图,Off时是不开 |
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