Demo – Version 1.7 > (Demo uses old version, use script from below)
#------------------------------------------------------------------------------#
# Galv's Map Positions
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.8
# Thanks Tsukihime for resizing assistance
#------------------------------------------------------------------------------#
# 2012-12-02 - Version 1.8 - items can activate more than one map now
# 2012-11-22 - Version 1.7 - disable switch added.
# - now auto-reizes images larger than screen to fit
# 2012-11-09 - Version 1.6 - added functionality for some escape codes in text
# 2012-11-09 - Version 1.5 - now hides player marker when inside vehicle
# - added event comments to put text at event markers
# - can display actor's name under player marker
# 2012-11-08 - Version 1.4 - noticed a crash and put a fix in place
# 2012-11-08 - Version 1.3 - bug fixes with event charset showing
# 2012-11-08 - Version 1.2 - can now choose charsets or custom pic for markers
# 2012-11-07 - Version 1.1 - added vehicle location display
# 2012-11-07 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script brings up a picture (that you create) of a map and places a
# marker to show the player and vehicle locations. You must make the map
# exactly to scale and it would be best if it fit on the screen.
# (Default size is 544 x 416, as long as it fits in that, it should work.)
# Save these maps in /Graphics/Pictures/ and name them like:
# map2.jpg - where the number is the map ID of the map. (Can be any supported
# graphic file, not just jpg.)
#
# EXAMPLE:
# Pressing the MAP_BUTTON on a map with ID of 4 will look for "map4.xxx"
#
# Maps can be set to require an item to view.
#------------------------------------------------------------------------------#
# Notetag ITEMS with the below tag. x being the map ID of the map held.
#
# <map: x>
#
# Or for an item to allow showing multiple maps:
#
# <map: x,y,z>
#
#------------------------------------------------------------------------------#
# In addition to showing the player's location, you can add/remove blips that
# show event locations to each map using SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
# show_map # Manually shows the map for the map the player
# # is on, even if the player doesn't have the
# # required item in inventory.
#
# add_blip(map_id,event_id) # Makes event blip show on a map
#
# rem_blip(map_id,event_id) # Removes an event blip from a map
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# add_blip(1,25) # makes event 25 show as a blip on map with ID 1
# rem_blip(1,25) # removes that blip from the map.
#------------------------------------------------------------------------------#
# An event can display text below it's marker. To do this, add an event comment
# at the very top of the event page commands.
# This comment MUST be at the very top of the event commands or else it
# will not be displayed. You can use the following escape codes:
#------------------------------------------------------------------------------#
# EVENT COMMENT TEXT CODES:
#
# /v[x] # display number in variable x
# /n[x] # display actor with ID x's name
# /p[x] # display party member in position x (0 is leader)
# /g # display currency type as set in vocab (eg. G)
# /c[x] # color of the text. Only one color will work per event text.
#
#------------------------------------------------------------------------------#
#
# See below for more settings
#
#------------------------------------------------------------------------------#
($imported ||= {})["Galvs_Map_Positions"] = true
module Galv_Map
#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
DISABLE_MAP = 1 # Switch ID. When switch is ON, map cannot be called
MAP_BUTTON = :X # Button to open and close the map. (:X is key "a")
# to disable make this MAP_BUTTON = nil
REQUIRE_ITEM = true # Requires an item before the map can be revealed
# NOTE: If you turn this to false you MUST have an
# image for each map or it will crash!
NO_MAP_MESSAGE = true # display message if no map of area. true or false
MESSAGE_TEXT = "You don't have a map of this area."
# displayed when trying to open the map scene without the required item.
PLAYER_LOCATION_MARKER = 1 # 0 = custom picture (set below)
# 1 = lead actor's charset graphic
PLAYER_CUSTOM_PIC = "marker" # image in /Graphics/Pictures/ if above is 0
SHOW_ACTOR_NAME = true # display lead actor's name under player marker
VEHICLE_LOCATION_MARKER = 1 # 0 = use custom pictures (set below)
# 1 = use vehicles' charset images
BOAT_IMAGE = "marker3" # image in /Pictures/ for boat if above is 0
SHIP_IMAGE = "marker3" # image in /Pictures/ for ship marker if above is 0
AIRSHIP_IMAGE = "marker3" # image in /Pictures/ for airship marker if above is 0
EVENT_LOCATION_MARKERS = 1 # 0 = use a custom picture for all (set below)
# 1 = use the event's charset image
EVENT_IMAGE = "marker2" # image in /Pictures/ for events if above is 0
EVENT_TEXT_SIZE = 20 # size of the text displayed under events
EVENT_TEXT_COLOR = 0 # default color of this text
PLAYER_TEXT_SIZE = 20 # size of the text displayed under player (if used)
PLAYER_TEXT_COLOR = 6 # color of player name text
#------------------------------------------------------------------------------#
# END SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class RPG::Item
def has_map
if @has_map.nil?
if @note =~ /<map:[ ](.*)>/i
@has_map = $1.to_s.split(",").map {|i| i.to_i}
else
@has_map = []
end
end
@has_map
end
end # RPG::Item
class Scene_Map < Scene_Base
alias galv_map_update_scene update_scene
def update_scene
galv_map_update_scene
check_button unless scene_changing?
end
def check_button
if Input.trigger?(Galv_Map::MAP_BUTTON) && !scene_changing?
check_for_map unless $game_switches[Galv_Map::DISABLE_MAP] || $game_map.interpreter.running?
end
end
def check_for_map
item_count = $data_items.count
item_count.times { |i|
if !$data_items[i].nil?
if $data_items[i].has_map.include?($game_map.map_id) && $game_party.item_number($data_items[i]) > 0
return SceneManager.call(Scene_ViewMap)
elsif !Galv_Map::REQUIRE_ITEM
return SceneManager.call(Scene_ViewMap)
end
end
}
$game_message.add(Galv_Map::MESSAGE_TEXT) if Galv_Map::NO_MAP_MESSAGE
end
end # Scene_Map < Scene_Base
class Scene_ViewMap < Scene_MenuBase
def start
super
create_map_sprite
create_player_blip
create_event_blips
create_boat_blip if $game_map.vehicles[0].map_id == $game_map.map_id
create_ship_blip if $game_map.vehicles[1].map_id == $game_map.map_id
create_airship_blip if $game_map.vehicles[2].map_id == $game_map.map_id
end
def update
super
flash_marker if $game_player.vehicle_type == :walk
if Input.trigger?(Galv_Map::MAP_BUTTON) || Input.trigger?(:B)
dispose_bitmaps
SceneManager.return
end
end
def dispose_bitmaps
@map.bitmap.dispose
@map.dispose
if $game_player.vehicle_type == :walk
@actor_marker.bitmap.dispose
@actor_marker.dispose
if Galv_Map::SHOW_ACTOR_NAME
@actor_text.bitmap.dispose
@actor_text.dispose
end
end
if !@event_blip.nil?
t = @event_blip.count
t.times { |i|
if !@event_blip[i+1].nil?
@event_blip[i+1].bitmap.dispose
@event_blip[i+1].dispose
end
if !@event_text[i+1].nil?
@event_text[i+1].bitmap.dispose
@event_text[i+1].dispose
end
}
end
if $game_map.vehicles[0].map_id == $game_map.map_id
@boat_marker.bitmap.dispose
@boat_marker.dispose
end
if $game_map.vehicles[1].map_id == $game_map.map_id
@ship_marker.bitmap.dispose
@ship_marker.dispose
end
if $game_map.vehicles[2].map_id == $game_map.map_id
@airship_marker.bitmap.dispose
@airship_marker.dispose
end
end
def create_map_sprite
@map_temp = Sprite.new
@map_temp.bitmap = Cache.picture("map" + $game_map.map_id.to_s)
if @map_temp.bitmap.rect.width > Graphics.width || @map_temp.bitmap.rect.height > Graphics.height
width_ratio = (@map_temp.bitmap.rect.width.to_f / Graphics.width.to_f).to_f
height_ratio = (@map_temp.bitmap.rect.height.to_f / Graphics.height.to_f).to_f
if width_ratio > height_ratio
new_width = (@map_temp.bitmap.rect.width / width_ratio).to_f
new_height = (@map_temp.bitmap.rect.height / width_ratio).to_f
else
new_width = (@map_temp.bitmap.rect.width / height_ratio).to_f
new_height = (@map_temp.bitmap.rect.height / height_ratio).to_f
end
source = Rect.new(0, 0, new_width, new_height)
@map = Sprite.new
@map.bitmap = Bitmap.new(new_width,new_height)
@map.bitmap.stretch_blt(source, @map_temp.bitmap, @map_temp.bitmap.rect)
@map_temp.bitmap.dispose
@map_temp.dispose
@scale_x = ($game_map.width * 32).to_f / new_width.to_f
@scale_y = ($game_map.height * 32).to_f / new_height.to_f
@map.x = (Graphics.width.to_f - source.width.to_f).to_f / 2
@map.y = (Graphics.height.to_f - source.height.to_f).to_f / 2
else
@map_temp.bitmap.dispose
@map_temp.dispose
@map = Sprite.new
@map.bitmap = Cache.picture("map" + $game_map.map_id.to_s)
@scale_x = ($game_map.width * 32).to_f / @map.bitmap.rect.width
@scale_y = ($game_map.height * 32).to_f / @map.bitmap.rect.height
@map.x = (Graphics.width - @map.bitmap.width).to_f / 2
@map.y = (Graphics.height - @map.bitmap.height).to_f / 2
end
end
def create_player_blip
@pulse = 0
return if $game_player.vehicle_type != :walk
if Galv_Map::PLAYER_LOCATION_MARKER == 1
@actor_marker = Sprite.new
@actor_marker.bitmap = Cache.character($game_party.leader.character_name)
sign = $game_party.leader.character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = @actor_marker.bitmap.width / 3
ch = @actor_marker.bitmap.height / 4
else
cw = @actor_marker.bitmap.width / 12
ch = @actor_marker.bitmap.height / 8
end
n = $game_party.leader.character_index
@actor_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
@actor_marker.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4
@actor_marker.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4
@actor_marker.z = @actor_marker.z + 2
@actor_marker.bitmap.blt(0 - cw / 2, 0 - ch, @actor_marker.bitmap, @actor_marker.src_rect)
else
@actor_marker = Sprite.new
@actor_marker.bitmap = Cache.picture(Galv_Map::PLAYER_CUSTOM_PIC)
@actor_marker.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@actor_marker.bitmap.width / 2).to_f + 4
@actor_marker.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@actor_marker.bitmap.height / 2).to_f + 4
@actor_marker.z = @actor_marker.z + 2
end
return if !Galv_Map::SHOW_ACTOR_NAME
@actor_text = Sprite.new
@actor_text.bitmap = Bitmap.new(150, Galv_Map::PLAYER_TEXT_SIZE)
@actor_text.bitmap.font.size = Galv_Map::PLAYER_TEXT_SIZE
@actor_text.bitmap.font.color.set(text_color(Galv_Map::PLAYER_TEXT_COLOR))
@actor_text.bitmap.draw_text(@actor_text.bitmap.rect, $game_party.leader.name, 1)
@actor_text.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@actor_text.bitmap.width.to_f / 2).to_f + 5
@actor_text.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f + (@actor_marker.src_rect.height.to_f / 2)
@actor_text.z = @actor_marker.z
end
def flash_marker
@pulse += 1
@actor_marker.opacity -= 4 if @pulse > 0
@actor_marker.opacity += 5 if @pulse < 0
@pulse = -20 if @pulse >= 20
end
def tileset_bitmap(tile_id)
Cache.tileset($game_map.tileset.tileset_names[5 + tile_id / 256])
end
def create_event_blips
return if $game_map.markers[$game_map.map_id].nil?
m = $game_map.markers[$game_map.map_id]
event_count = m.count
@event_blip = {}
@event_text = {}
if Galv_Map::EVENT_LOCATION_MARKERS == 1
event_count.times { |i|
if !$game_map.events[m[i]].nil?
@tile_id = $game_map.events[m[i]].tile_id
@event_text_color = Galv_Map::EVENT_TEXT_COLOR
@event_blip[i+1] = Sprite.new
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
@event_blip[i+1].bitmap = tileset_bitmap(@tile_id)
@event_blip[i+1].src_rect.set(sx, sy, 32, 32)
cw = @event_blip[i+1].src_rect.width
ch = @event_blip[i+1].src_rect.height
else
@event_blip[i+1].bitmap = Cache.character($game_map.events[m[i]].character_name)
sign = $game_map.events[m[i]].character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = @event_blip[i+1].bitmap.width / 3
ch = @event_blip[i+1].bitmap.height / 4
else
cw = @event_blip[i+1].bitmap.width / 12
ch = @event_blip[i+1].bitmap.height / 8
end
n = $game_map.events[m[i]].character_index
case $game_map.events[m[i]].direction
when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end
pat = $game_map.events[m[i]].pattern; pat = 1 if pat > 2
@event_blip[i+1].src_rect = Rect.new((n%4*3 + pat)*cw, (n/4*4)*ch + dir, cw, ch)
end
@event_blip[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4
@event_blip[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4
@event_blip[i+1].bitmap.blt(0 - cw / 2, 0 - ch, @event_blip[i+1].bitmap, @event_blip[i+1].src_rect)
if $game_map.events[m[i]].list[0].code == 108
@show_text = $game_map.events[m[i]].list[0].parameters[0]
@show_text = convert_escape_characters(@show_text)
@event_text[i+1] = Sprite.new
@event_text[i+1].bitmap = Bitmap.new(150, Galv_Map::EVENT_TEXT_SIZE)
@event_text[i+1].bitmap.font.size = Galv_Map::EVENT_TEXT_SIZE
@event_text[i+1].bitmap.font.color.set(text_color(@event_text_color))
@event_text[i+1].bitmap.draw_text(@event_text[i+1].bitmap.rect, @show_text, 1)
@event_text[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_text[i+1].bitmap.width.to_f / 2).to_f + 5
@event_text[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@event_text[i+1].bitmap.height.to_f / 2).to_f + (ch / 1.5).to_f
end
end
}
else
event_count.times { |i|
@event_text_color = Galv_Map::EVENT_TEXT_COLOR
if !$game_map.events[m[i]].nil?
@event_blip[i+1] = Sprite.new
@event_blip[i+1].bitmap = Cache.picture(Galv_Map::EVENT_IMAGE)
@event_blip[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_blip[i+1].bitmap.width / 2).to_f + 4
@event_blip[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@event_blip[i+1].bitmap.height / 2).to_f + 4
if $game_map.events[m[i]].list[0].code == 108
@show_text = $game_map.events[m[i]].list[0].parameters[0]
@show_text = convert_escape_characters(@show_text)
@event_text[i+1] = Sprite.new
@event_text[i+1].bitmap = Bitmap.new(150, Galv_Map::EVENT_TEXT_SIZE)
@event_text[i+1].bitmap.font.size = Galv_Map::EVENT_TEXT_SIZE
@event_text[i+1].bitmap.font.color.set(text_color(@event_text_color))
@event_text[i+1].bitmap.draw_text(@event_text[i+1].bitmap.rect, @show_text, 1)
@event_text[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_text[i+1].bitmap.width.to_f / 2).to_f + 5
@event_text[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f + (@event_blip[i+1].bitmap.height / 2)
end
end
}
end
end
def create_boat_blip
if Galv_Map::VEHICLE_LOCATION_MARKER == 1
@boat_marker = Sprite.new
@boat_marker.bitmap = Cache.character($game_map.vehicles[0].character_name)
sign = $game_map.vehicles[0].character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = @boat_marker.bitmap.width / 3
ch = @boat_marker.bitmap.height / 4
else
cw = @boat_marker.bitmap.width / 12
ch = @boat_marker.bitmap.height / 8
end
n = $game_map.vehicles[0].character_index
case $game_map.vehicles[0].direction
when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end
@boat_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch)
@boat_marker.x = (($game_map.vehicles[0].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4
@boat_marker.y = (($game_map.vehicles[0].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4
@boat_marker.z = @boat_marker.z + 1
else
@boat_marker = Sprite.new
@boat_marker.bitmap = Cache.picture(Galv_Map::BOAT_IMAGE)
@boat_marker.x = (($game_map.vehicles[0].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@boat_marker.bitmap.width / 2).to_f + 4
@boat_marker.y = (($game_map.vehicles[0].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@boat_marker.bitmap.height / 2).to_f + 4
end
end
def create_ship_blip
if Galv_Map::VEHICLE_LOCATION_MARKER == 1
@ship_marker = Sprite.new
@ship_marker.bitmap = Cache.character($game_map.vehicles[1].character_name)
sign = $game_map.vehicles[1].character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = @ship_marker.bitmap.width / 3
ch = @ship_marker.bitmap.height / 4
else
cw = @ship_marker.bitmap.width / 12
ch = @ship_marker.bitmap.height / 8
end
n = $game_map.vehicles[1].character_index
case $game_map.vehicles[1].direction
when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end
@ship_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch)
@ship_marker.x = (($game_map.vehicles[1].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4
@ship_marker.y = (($game_map.vehicles[1].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4
@ship_marker.z = @ship_marker.z + 1
else
@ship_marker = Sprite.new
@ship_marker.bitmap = Cache.picture(Galv_Map::SHIP_IMAGE)
@ship_marker.x = (($game_map.vehicles[1].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@ship_marker.bitmap.width / 2).to_f + 4
@ship_marker.y = (($game_map.vehicles[1].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@ship_marker.bitmap.height / 2).to_f + 4
end
end
def create_airship_blip
if Galv_Map::VEHICLE_LOCATION_MARKER == 1
@airship_marker = Sprite.new
@airship_marker.bitmap = Cache.character($game_map.vehicles[2].character_name)
sign = $game_map.vehicles[2].character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = @airship_marker.bitmap.width / 3
ch = @airship_marker.bitmap.height / 4
else
cw = @airship_marker.bitmap.width / 12
ch = @airship_marker.bitmap.height / 8
end
n = $game_map.vehicles[2].character_index
case $game_map.vehicles[2].direction
when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end
@airship_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch)
@airship_marker.x = (($game_map.vehicles[2].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4
@airship_marker.y = (($game_map.vehicles[2].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4
@airship_marker.z = @airship_marker.z + 1
else
@airship_marker = Sprite.new
@airship_marker.bitmap = Cache.picture(Galv_Map::SHIP_IMAGE)
@airship_marker.x = (($game_map.vehicles[2].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@airship_marker.bitmap.width / 2).to_f + 4
@airship_marker.y = (($game_map.vehicles[2].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@airship_marker.bitmap.height / 2).to_f + 4
end
end
def convert_escape_characters(text)
result = text.to_s.clone
result.gsub!(/\\/) { "\e" }
result.gsub!(/\e\e/) { "\\" }
result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
result.gsub!(/\eN\[(\d+)\]/i) { $game_actors[$1.to_i].name}
result.gsub!(/\eP\[(\d+)\]/i) {
if $game_party.members[$1.to_i].nil?
""
else
$game_party.members[$1.to_i].name
end
}
result.gsub!(/\eG/i) { Vocab::currency_unit }
result.gsub((/\eC\[(\d+)\]/i)) { @event_text_color = $1.to_i }
result.gsub!(/\eC\[(\d+)\]/i) { "" }
result
end
def text_color(n)
Cache.system("Window").get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)
end
end # Scene_ViewMap < Scene_MenuBase
class Game_Map
attr_accessor :markers
alias galv_map_initialize initialize
def initialize
galv_map_initialize
@markers = {}
end
end # Game_Map
class Game_Interpreter
def add_blip(map_id,event_id)
if $game_map.markers[map_id].nil?
$game_map.markers[map_id] = [event_id]
else
return if $game_map.markers[map_id].include?(event_id)
$game_map.markers[map_id] << event_id
end
end
def rem_blip(map_id,event_id)
if $game_map.markers[map_id].nil?
return
else
return if !$game_map.markers[map_id].include?(event_id)
$game_map.markers[map_id].delete(event_id)
end
end
def show_map
SceneManager.call(Scene_ViewMap)
end
end # Game_Interpreter
class Game_Vehicle < Game_Character
attr_reader :map_id
end
class Game_Player < Game_Character
attr_reader :vehicle_type
end
Made new project, put script in-common event-items-pictures. Started but it says don’t have map of area, what error on my part? Best damn map script out so far.
Check out the demo, it can be set so that the player requires an item for an area to open the map. Take a looksy at the map items in the demo to see how they were done :)
I’m sorry I didn’t explain right. (1) started new project, nothing added, no maps. (2) copied from this demo-maps, pictures, common event (In other words, copied this project to it. (3)started project and picked up map. (4)pressed map button and get don’t have map as a response.
Now I was asking for a little help, in response I get check out demo (?) ok, now I get it, A question with a question. LOL
Seriously any help thank you.
You are being rude like you believe I’ve insulted you somehow. I did not answer your question with a question, so I am very confused as to why you even said that.
I spent time writing instructions and I pay my own money to host these demos so people can teach themselves how to use my FREE scripts.
Unfortunately I don’t have time to teach every person who doesn’t understand a script because they don’t want to spend their own time looking at the documentation and studying the demo I provided them. I’m sorry you feel that my offering free stuff for you at my own expense means that I am obligated to hold your hand when you use it.
I don’t help rude people who have the misguided belief that it is my duty to work for them. In future I recommend if you’re looking for someone to help you, don’t be a jerk about it.
I Wasn’t being rude, that’s why I used LOL, thought I was being straight forward,sorry for offense, I have stated this is the best script for maps.Thanks for the great script anyway and I’ll figure it out .
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Ok figured it out, naming of map was problem, works perfect and sorry for coming across being rude, use a number of your scripts GALV and their top notch, hope you can accept a apology, if not then sorry again.Thanks
I apologise also, I’m glad you worked it out. Good luck with your project
Hey i relay love your scripts they are relay good and i was wondering if you can answer one question how did you make the maps did you use any photograph software or did you draw those maps i want to make some of my own and i am still thinking what to try first.
I used photoshop to make the maps in the demo
Do you still have the map in your computer downloads?I really need a map.
I’m gonna check the demo to see if the map is in there.
Hey I really thought this would be fast travel.It’s handy for my game.But I’m not stupid and I know you have better things to do so I’m gonna try and make a fast travel with help from this script.Am I allowed to?
Sure, feel free to modify it for your own project as much as you like. I remember seeing fast travel scripts back when I used Ace a lot, though
Can i have a demo please ? I can’t understand english : (
There is a link to the demo at the top of this very page.