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  Passability Mini Map for Tonbi's Random map
#1
I've just modify a Passability mini Map to works with this Random Map script: Tonbi's Random Map Generator
The original script was made by Selwyn found here.
See the link for more instruction.
And My version (with little edit)

Code:
#==============================================================================
# ? Passability Mini Map for Random map.
#------------------------------------------------------------------------------
# made by Selwyn/Squall // selwyn@rmxp.ch
# released the 30th of May 2006 #====# Edit by Cortez in 2012
#==============================================================================

#==============================================================================
# ? Scene_Map
#------------------------------------------------------------------------------
# draw the mini map
# @corner is the corner you want the mini map to be displayed in.
# 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right
#==============================================================================

class Scene_Map
   alias main_passminimap main
   alias update_passminimap update
   alias transfer_passminimap transfer_player
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize
     @corner = 2 # 1 or 2 or 3 or 4
   end
   #--------------------------------------------------------------------------
   # ? main
   #--------------------------------------------------------------------------
   def main
     @mini_map = Map_Event.new(@corner)
     main_passminimap
     @mini_map.dispose
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
     @mini_map.update
     if $game_system.map_interpreter.running?
       @mini_map.visible = false
     elsif not $game_system.map_interpreter.running? and @mini_map.on?
       @mini_map.visible = true
     end
     update_passminimap
   end
   #--------------------------------------------------------------------------
   # ? transfer_player
   #--------------------------------------------------------------------------
   def transfer_player
     transfer_passminimap
     @mini_map.dispose
     @mini_map = Map_Event.new(@corner)
   end
end

#==============================================================================
# ? Map_Base
#------------------------------------------------------------------------------
# ?Base class for mini maps
#==============================================================================

class Map_Base < Sprite
   #--------------------------------------------------------------------------
   # ? constants and instances
   #--------------------------------------------------------------------------
   PMP_VERSION  = 6
   ACTIVATED_ID = 1 # set the switch id for the minimap display (on/off)
   attr_reader :event
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize(corner)
     super(Viewport.new(16, 16, width, height))
     viewport.z = 8000
     @border = Sprite.new
     @border.x = viewport.rect.x - 6
     @border.y = viewport.rect.y - 6
     @border.z = viewport.z - 1
     @border.bitmap = RPG::Cache.picture("mapback")
     self.visible = on?
     self.opacity = 180
     case corner
     when 1
       self.x = 16
       self.y = 16
     when 2
       self.x = 640 - width - 16
       self.y = 16
     when 3
       self.x = 16
       self.y = 480 - height - 16
     when 4
       self.x = 640 - width - 16
       self.y = 480 - height - 16
     else
       self.x = 16
       self.y = 16
     end
     self.visible = on?
   end
   #--------------------------------------------------------------------------
   # ? dispose
   #--------------------------------------------------------------------------
   def dispose
     @border.dispose
     super
   end
   #--------------------------------------------------------------------------
   # ? x=
   #--------------------------------------------------------------------------
   def x=(x)
     self.viewport.rect.x = x
     @border.x = x - 6
   end
   #--------------------------------------------------------------------------
   # ? y=
   #--------------------------------------------------------------------------
   def y=(y)
     self.viewport.rect.y = y
     @border.y = y - 6
   end
   #--------------------------------------------------------------------------
   # ? visible=
   #--------------------------------------------------------------------------
   def visible=(bool)
     super
     self.viewport.visible = bool
     @border.visible = bool
   end
   #--------------------------------------------------------------------------
   # ? minimap_on?
   #--------------------------------------------------------------------------
   def on?
     return $game_switches[ACTIVATED_ID]
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
     super
     self.visible = on?
    
    if viewport.ox < display_x
       viewport.ox += 1
     elsif viewport.ox > display_x
       viewport.ox -= 1
     end
     if viewport.oy < display_y
       viewport.oy += 1
     elsif viewport.oy > display_y
       viewport.oy -= 1
     end
   end
   #--------------------------------------------------------------------------
   # ? width
   #--------------------------------------------------------------------------
   def width
     return 120
   end
   #--------------------------------------------------------------------------
   # ? height
   #--------------------------------------------------------------------------
   def height
     return 90
   end
   #--------------------------------------------------------------------------
   # ? display_x
   #--------------------------------------------------------------------------
   def display_x
     return $game_map.display_x * 3 / 64
   end
   #--------------------------------------------------------------------------
   # ? display_y
   #--------------------------------------------------------------------------
   def display_y
     return $game_map.display_y * 3 / 64
   end
end

#==============================================================================
# ? Map_Passability
#------------------------------------------------------------------------------
#   draws the mini map
#
# ?thanks to Fanha Giang (aka fanha99) for the autotile drawing method
#==============================================================================

class Map_Passability < Map_Base
   #--------------------------------------------------------------------------
   # ? constants
   #--------------------------------------------------------------------------
   INDEX  =
   [
   26, 27, 32, 33,    4, 27, 32, 33,   26,  5, 32, 33,    4,  5, 32, 33,  
  26, 27, 32, 11,    4, 27, 32, 11,   26,  5, 32, 11,    4,  5, 32, 11,  
  26, 27, 10, 33,    4, 27, 10, 33,   26,  5, 10, 33,    4,  5, 10, 33,
   26, 27, 10, 11,    4, 27, 10, 11,   26,  5, 10, 11,    4,  5, 10, 11,
  24, 25, 30, 31,   24,  5, 30, 31,   24, 25, 30, 11,   24,  5, 30, 11,
  14, 15, 20, 21,   14, 15, 20, 11,   14, 15, 10, 21,   14, 15, 10, 11,
   28, 29, 34, 35,   28, 29, 10, 35,    4, 29, 34, 35,    4, 29, 10, 35,
   38, 39, 44, 45,    4, 39, 44, 45,   38,  5, 44, 45,    4,  5, 44, 45,
   24, 29, 30, 35,   14, 15, 44, 45,   12, 13, 18, 19,   12, 13, 18, 11,
   16, 17, 22, 23,   16, 17, 10, 23,   40, 41, 46, 47,    4, 41, 46, 47,
   36, 37, 42, 43,   36,  5, 42, 43,   12, 17, 18, 23,   12, 13, 42, 43,
   36, 41, 42, 47,   16, 17, 46, 47,   12, 17, 42, 47,    0,  1,  6,  7
   ]
   X = [0, 1, 0, 1]
   Y = [0, 0, 1, 1]
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize(corner)
     super(corner)
     @autotile = RPG::Cache.picture("minimap_tiles")
     setup()
   end
   #--------------------------------------------------------------------------
   # ? setup
   #--------------------------------------------------------------------------
   def setup()
     @map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id)) #
     mapinfo  = load_data("Data/MapInfos.rxdata") #
    # If the 'subname' of map is "Random"
    if mapinfo[$game_map.map_id].subname == "Random" #  
      @map = load_data(sprintf("Data/Map999.rxdata", $game_map.map_id))#("Data/Map%03d.rxdata", $game_map.map_id))
      else #
     @map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id))
    end #
     tileset = $data_tilesets[@map.tileset_id]
     @passages = tileset.passages
     @priorities = tileset.priorities
     redefine_tiles
     refresh
   end
   #--------------------------------------------------------------------------
   # ? pass
   #--------------------------------------------------------------------------
   def pass(tile_id)
     return 15 if tile_id == nil
     return @passages[tile_id] != nil ? @passages[tile_id] : 15
   end
   #--------------------------------------------------------------------------
   # ? passable
   #--------------------------------------------------------------------------
   def passable(tile_id)
     return pass(tile_id) < 15
   end
   #--------------------------------------------------------------------------
   # ? redefine_tile
   #--------------------------------------------------------------------------
   def redefine_tiles
     width = @map.width
     height = @map.height
     map = RPG::Map.new(width, height)
     map.data = @map.data.dup
     for x in 0...width
       for y in 0...height
         for level in [1, 2]
           id = @map.data[x, y, level]
           if id != 0 and @priorities[id] == 0
             @map.data[x, y, 0] = id
             @passages[@map.data[x, y, 0]] = @passages[id]
           end
         end
       end
     end
     for x in 0...width
       for y in 0...height
         for level in [0]
         tile = @map.data[x, y, level]
         u = @map.data[x,   y-1, level]
         l = @map.data[x-1, y,   level]
         r = @map.data[x+1, y,   level]
         d = @map.data[x,   y+1, level]
         if !passable(tile)
           map.data[x, y] = 0
         else
           if tile == 0
             map.data[x, y, level] = 0
             next
           end
           if pass(tile) < 15
             if !passable(u) and !passable(l) and !passable(r) and !passable(d)
               map.data[x, y, level] = 0
             elsif !passable(u) and !passable(l) and !passable(r) and passable(d)
               map.data[x, y, level] = 90
             elsif !passable(u) and !passable(l) and !passable(d) and passable(r)
               map.data[x, y, level] = 91
             elsif !passable(u) and !passable(r) and !passable(d) and passable(l)
               map.data[x, y, level] = 93
             elsif !passable(l) and !passable(r) and !passable(d) and passable(u)
               map.data[x, y, level] = 92
             elsif !passable(u) and !passable(d) and passable(r) and passable(l)
               map.data[x, y, level] = 81
             elsif !passable(u) and !passable(r) and passable(d) and passable(l)
               map.data[x, y, level] = 84
             elsif !passable(u) and !passable(l) and passable(d) and passable(r)
               map.data[x, y, level] = 82
             elsif !passable(d) and !passable(r) and passable(l) and passable(u)
               map.data[x, y, level] = 86
             elsif !passable(d) and !passable(l) and passable(r) and passable(u)
               map.data[x, y, level] = 88
             elsif !passable(r) and !passable(l) and passable(d) and passable(u)
               map.data[x, y, level] = 80
             elsif !passable(u) and passable(d) and passable(r) and passable(l)
               map.data[x, y, level] = 68
             elsif !passable(d) and passable(u) and passable(r) and passable(l)
               map.data[x, y, level] = 76
             elsif !passable(r) and passable(d) and passable(u) and passable(l)
               map.data[x, y, level] = 72
             elsif !passable(l) and passable(d) and passable(u) and passable(r)
               map.data[x, y, level] = 64
             else
               map.data[x, y, level] = 48
             end
           else
             map.data[x, y, level] = 0
           end
         end
         end
       end
     end
     @map = map.dup
     map = nil
   end
   #--------------------------------------------------------------------------
   # ? refresh
   #--------------------------------------------------------------------------
   def refresh
     self.visible = false
     self.bitmap = Bitmap.new(@map.width * 6, @map.height * 6)
     bitmap = Bitmap.new(@map.width * 6, @map.height * 6)
     rect1 = Rect.new(6, 0, 6, 6)
     for y in 0...@map.height
       for x in 0...@map.width
         for level in [0]
           tile_id = @map.data[x, y, level]
           next if tile_id == 0
           id = tile_id / 48 - 1
           tile_id %= 48
           for g in 0..3
             h = 4 * tile_id + g
             y1 = INDEX[h] / 6
             x1 = INDEX[h] % 6
             rect2 = Rect.new(x1 * 3, y1 * 3, 3, 3)
             bitmap.blt(x * 6 + X[g] *  3, y * 6 + Y[g] * 3, @autotile, rect2)
           end
         end
       end
     end
     d_rect = Rect.new(0, 0, @map.width * 6, @map.height * 6)
     s_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
     self.bitmap.stretch_blt(d_rect, bitmap, s_rect)
     self.viewport.ox = display_x
     self.viewport.oy = display_y
     bitmap.clear
     bitmap.dispose
   end
end

#==============================================================================
# ? Map_Event
#------------------------------------------------------------------------------
# ?draw the events and hero position
#==============================================================================

class Map_Event < Map_Passability
   #--------------------------------------------------------------------------
   # ? initialize
   #--------------------------------------------------------------------------
   def initialize(corner = 4)
     super(corner)
     @dots = []
     @player = Sprite.new(self.viewport)
     @player.bitmap = RPG::Cache.picture("mm cursors")
     @player.src_rect = Rect.new(0, 0, 15, 15)
     @player.z = self.z + 3
     @events = {}
    
    for key in $game_map.events.keys
       event = $game_map.events[key]
       next if event.list == nil
       for i in 0...event.list.size
         next if event.list[i].code != 108
         @events[key] = Sprite.new(self.viewport)
         @events[key].z = self.z + 2
         if event.list[i].parameters[0].include?("event")
           @events[key].bitmap = RPG::Cache.picture("event")
         elsif event.list[i].parameters[0].include?("enemy")
           @events[key].bitmap = RPG::Cache.picture("enemy")
         elsif event.list[i].parameters[0].include?("teleport")
           @events[key].bitmap = RPG::Cache.picture("teleport")
         elsif event.list[i].parameters[0].include?("chest")
           @events[key].bitmap = RPG::Cache.picture("chest")
         elsif event.list[i].parameters[0].include?("npc")
           @events[key].bitmap = RPG::Cache.picture("npc")
         elsif event.list[i].parameters[0].include?("savepoint")
           @events[key].bitmap = RPG::Cache.picture("savepoint")
         end
       end
     end
   end
   #--------------------------------------------------------------------------
   # ? dispose
   #--------------------------------------------------------------------------
   def dispose
     @player.dispose
     for event in @events.values
       event.dispose
     end
     super
   end
   #--------------------------------------------------------------------------
   # ? update
   #--------------------------------------------------------------------------
   def update
     super
     @player.x = $game_player.real_x * 3 / 64 - 5
     @player.y = $game_player.real_y * 3 / 64 - 4
     @player.src_rect.x = ($game_player.direction / 2 - 1) * 15
     for key in @events.keys
       event = @events[key]
       mapevent = $game_map.events[key]
       event.x = mapevent.real_x * 3 / 64
       event.y = mapevent.real_y * 3 / 64
     end
   end
end
Reply }
#2
Split off as its own script.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#3
Ok, thank's to create a new topic.
Reply }


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