Project1
标题:
迷你地圖腳本,存檔後新增地圖進入出錯,求解
[打印本页]
作者:
冷徹心扉
时间:
2013-2-23 16:46
标题:
迷你地圖腳本,存檔後新增地圖進入出錯,求解
如果存檔後又新增了一個空白地圖
那麼讀檔進入地圖就會報錯:
-----------------------------------------------------------------------
腳本 '迷你地圖' 的第 125 行發生了 NoMethodError .
undefined method `show_minimap?' for nil:NilClass
-----------------------------------------------------------------------
許多國外玩家也有這項問題,腳本如下
if true
#~ if false
#===============================================================
# ● [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 = [539,22, 96, 96] # 迷你地圖尺寸和位置[x.y.長.寬] 要12的倍數 538 22 96 96
# [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(40,180,250,130) # 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, 120) #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, 40,180, 255) # 角色邊框顏色
PLAYER_COLOR = Color.new(0, 110, 250, 255) # 玩家顏色 藍色
#-----------------------------------------------------------------------------------------------------------------
OBJECT_COLOR = {} # 不要動這個
#===============================================================
OBJECT_COLOR['NPC'] = Color.new(0,170,95,255) #綠色
OBJECT_COLOR['敵人'] = Color.new(220,0,0,255) #紅色
OBJECT_COLOR['傳送'] = Color.new(0,255,255,255) #青色
OBJECT_COLOR['存檔'] = Color.new(150,60,250,255) #紫色
OBJECT_COLOR['日誌'] = Color.new(255,255,255,255) #白色
OBJECT_COLOR['其它'] = Color.new(255,200,0,255) #金色
#世界地圖用
OBJECT_COLOR['城鎮'] = Color.new(35,95,170,255) #藍色
OBJECT_COLOR['關卡'] = Color.new(170,35,35,255) #紅色
OBJECT_COLOR['通道'] = Color.new(255,204,32,255) #黃色
OBJECT_COLOR['特殊'] = Color.new(150,150,150,255) #灰色
#===========================================================================
#* [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[i].code != 108
if @list[i].parameters[0].include?(comment)
return @list[i].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
end
复制代码
作者:
1715063941
时间:
2013-2-24 07:15
目测你不需要改啊
发型游戏后玩家又不会去改地图
作者:
冷徹心扉
时间:
2013-2-26 22:27
本帖最后由 冷徹心扉 于 2013-2-26 22:28 编辑
回P叔:
側試過暫時移除掉整個腳本,但麻煩的是:
只要曾經在運行這個腳本的情況下存過檔
之後只要藉由這個腳本讀取該檔就會錯誤(地圖建立日期比存檔新時)
調用開關、另存新檔後置入腳本都沒有用
不是 NoMethodError .
undefined method `show_minimap?' for nil:NilClass
就是 NoMethodError .
undefined method [] for nil:NilClass
作者:
1715063941
时间:
2013-2-26 22:41
小地图的功能并不是太重要
最后加好了
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