Chia sẻ RGSS Scripts hay cho RPG Maker!

Thảo luận trong 'Game Development' bắt đầu bởi Tìnhyêu36kế, 2/4/06.

  1. drafanasa

    drafanasa Legend of Zelda Lão Làng GVN

    Tham gia ngày:
    7/7/11
    Bài viết:
    952
    Nơi ở:
    Ho chi Minh City
    Vừa moi ra cái Script giảm lag khi chạy nhiều Event trên map, thấy dùng khá ổn nên share lên đây cho anh em nào cần:D
    Mã:
    #==============================================================================#
    # Deplete Lag Increase for PixelArt
    # Author: Janrae Mendoza
    # Compatibility: RPG Maker VX
    # Date of Creation: July 2011
    # Features: For a better pixel art game on VX (as it says on the product) and
    # decrease event lagging (which happens when many animation are shown on map.
    #==============================================================================#
    
    module JMGS
     module PixelArt
      ENABLED = true #set to true to work, false not to work.
      
      #  Range of Sprite of Map.
      MAP_SPRITE_UPDATE_RANGE = 80
     end
    end
    
    #==============================================================================#
    # Pixel Art
    if JMGS::PixelArt::ENABLED
    #==============================================================================#
    
    $imported = {} if $imported == nil
    $imported["PixelArt"] = true
    
    #==============================================================================#
    # Calls out for the Graphics System
    #==============================================================================#
    
    module Graphics
      unless method_defined?(:resize_screen_JMGS_PixelArt)
      class << Graphics
        alias resize_screen_JMGS_PixelArt resize_screen
      end
      def self.resize_screen(width, height)
        resize_screen_JMGS_PixelArt(width, height)
    
        if $game_temp != nil
          $game_temp.setup_lightening_value
        end
      end
      end
    end
    
    #==============================================================================#
    # Template
    #==============================================================================#
    
    class Game_Temp
    #==============================================================================#
    # Instance
    #==============================================================================#
      attr_accessor :valid_common_event_check 
      attr_reader   :display_center_x         
      attr_reader   :display_center_y         
      attr_reader   :map_sprite_update_width  
      attr_reader   :map_sprite_update_height 
    
      alias initialize_JMGS_PixelArt initialize
      def initialize
        initialize_JMGS_PixelArt
    
        @valid_common_event_check = true
    
        setup_lightening_value
      end
    #==============================================================================#
    # Value
    #==============================================================================#
      def setup_lightening_value
        @display_center_x = Graphics.width / 2
        @display_center_y = Graphics.height / 2
        @map_sprite_update_width = Graphics.width *
          JMGS::PixelArt::MAP_SPRITE_UPDATE_RANGE / 100
        @map_sprite_update_height = Graphics.height *
          JMGS::PixelArt::MAP_SPRITE_UPDATE_RANGE / 100
      end
    end
    
    #==============================================================================#
    # Switch
    #==============================================================================#
    
    class Game_Switches
    
      alias indexer_equal_JMGS_PixelArt []=
      def []=(switch_id, value)
        indexer_equal_JMGS_PixelArt(switch_id, value)
    
        $game_temp.valid_common_event_check = true
      end
    end
    
    #==============================================================================#
    # Game Map
    #==============================================================================#
    
    class Game_Map
    
      alias setup_JMGS_PixelArt setup
      def setup(map_id)
        setup_JMGS_PixelArt(map_id)
    
        update_valid_common_event_list
      end
      
      def update_valid_common_event_list
        @valid_common_events = {}
    #==============================================================================#
    # Processing through game switches...
    #==============================================================================#
    
        @common_events.each { |event_id, event|
          if event.trigger == 2 && $game_switches[event.switch_id]
            @valid_common_events[event_id] = event
          end
        }
        $game_temp.valid_common_event_check = false
      end
    
      def update_events
        for event in @events.values
          event.update
        end
        if $game_temp.valid_common_event_check
          update_valid_common_event_list
        end
        for common_event in @valid_common_events.values
          common_event.update
        end
      end
    end
    
    
    class Game_Interpreter
      @@_auto_start_common_event_list = nil
    
      alias clear_JMGS_PixelArt clear
      def clear
        clear_JMGS_PixelArt
    
        if @@_auto_start_common_event_list == nil
          create_auto_start_common_event_list
        end
      end
      
      def create_auto_start_common_event_list
        @@_auto_start_common_event_list = []
        $data_common_events.compact.each { |event|
          # insert event to table if autostarting
          @@_auto_start_common_event_list << event if event.trigger == 1
        }
      end
      
      def setup_starting_event
        if $game_map.need_refresh            
          $game_map.refresh
        end
        if $game_temp.common_event_id > 0     
          setup($data_common_events[$game_temp.common_event_id].list)
          $game_temp.common_event_id = 0
          return
        end
        for event in $game_map.events.values  
          if event.starting                   
            event.clear_starting              
            setup(event.list, event.id)       
            return
          end
        end
        for event in @@_auto_start_common_event_list 
          if $game_switches[event.switch_id]  
            setup(event.list)                 
          end
        end
      end
    end
    
    
    class Sprite_Character < Sprite_Base
      def within_update_range?
        sx = @character.screen_x - $game_temp.display_center_x
        sy = @character.screen_y - $game_temp.display_center_y
        return (sx.abs <= $game_temp.map_sprite_update_width &&
          sy.abs <= $game_temp.map_sprite_update_height)
      end
    end
    
    class Spriteset_Map
    
      def update_characters
        for sprite in @character_sprites
          sprite.update if sprite.within_update_range?
        end
      end
    end
    
    #==============================================================================
    # ** Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        $game_map.interpreter.update      
        $game_map.update                  
        $game_player.update               
        $game_system.update               
        @spriteset.update                 
        @message_window.update            
        unless $game_message.visible      
          update_transfer_player
          update_encounter
          update_call_menu
          update_call_debug
          if $game_temp.next_scene != nil  
            update_scene_change           
          end
        end
      end
    end
    
    end # this will work if mode ENABLED is ON.
    
    #==============================================================================#
    # END of Script
    #==============================================================================#
    
    
     
  2. [Yami]

    [Yami] Donkey Kong

    Tham gia ngày:
    29/12/07
    Bài viết:
    313
    Nơi ở:
    Ha Noi, Vietnam,
    Cẩn thận với các sprite lớn hơn 32*32px =))
     
  3. Shany

    Shany Mr & Ms Pac-Man

    Tham gia ngày:
    10/10/11
    Bài viết:
    174
    mình đang cần scipt batle dạng này, ai có thì cho mình với đã đi hỏi vài ông mà chẳng ông nào có cả
    [​IMG]
     
  4. drafanasa

    drafanasa Legend of Zelda Lão Làng GVN

    Tham gia ngày:
    7/7/11
    Bài viết:
    952
    Nơi ở:
    Ho chi Minh City
    Một Script Minimap cho VX
    Mã:
    
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
    #_/   ◆                        MiniMap - KGC_MiniMap                     ◆ VX ◆
    #_/   ◇                       Last Update: 2008/09/08                         ◇
    #_/   ◆                    Translation by Mr. Anonymous                       ◆
    #_/   ◆ KGC Site:                                                             ◆
    #_/   ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
    #_/   ◆ Translator's Blog:                                                    ◆
    #_/   ◆ http://mraprojects.wordpress.com                                      ◆
    #_/----------------------------------------------------------------------------
    #_/  This script creates a "minimap" of the current area and displays it on the
    #_/ screen. Note that you may disable the MiniMap on a given map by tagging the
    #_/ map's name with [NOMAP].
    #_/============================================================================
    #_/ Install: Insert above KGC_SetAttackElement, if applicable.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
    
    #==============================================================================#
    #                             ★ Customization ★                                #
    #==============================================================================#
    
    module KGC
    module MiniMap
      #                          ◆ MiniMap Switch ◆
      # Here you may assign an in-game switch number to activate/deactivate the map.
      MINIMAP_SWITCH_ID = 1
    
      #                   ◆ MiniMap Display Properties ◆
      # Here you may specify the X and Y coordinates as well as the width and height
      # of the MiniMap. 
      # Format:             X Coordinate    Y Coordinate     Width      Height
      MAP_RECT = Rect.new(          364,            20,       160,       120)
      
      #                         ◆ Map Z Coordinate ◆
      # Here you my specify the map's Z coordinate (depth).
      MAP_Z = 0
      
      #                      ◆ MiniMap Block Grid Size ◆
      # Here you may specify the grid size of the minimap. 3 or more is recommended.
      GRID_SIZE = 5
    
      #             ◆ MiniMap Foreground Color (Passable Space) ◆
      # Format:                     Red,   Green,   Blue,   Grey
      FOREGROUND_COLOR = Color.new( 224,     224,    255,    160)
      
      #              ◆ MiniMap Background Color (Not Passable) ◆
      # Format:                     Red,   Green,   Blue,   Grey
      BACKGROUND_COLOR = Color.new(   0,        0,   160,    160)
    
      #                   ◆ Current Position Marker Color ◆
      # Format:                     Red,   Green,   Blue,   Grey
      POSITION_COLOR   = Color.new( 255,       0,       0,   192)
      #                  ◆ Destination Event Marker Color ◆
      
      # To start this effect, the event must have [MOVE] in its name.
      # Format:                     Red,   Green,   Blue,   Grey
      MOVE_EVENT_COLOR = Color.new( 255,     160,      0,    192)
    
      #                      ◆ Custom Objects Colors ◆
      # Here you may specify different colors for different types of object markers.
      # For example, you may have NPCs labeled [OBJ 1] in the event's name, while 
      # monsters labeled at [OBJ 2] and so forth.
      # Please note that it's possible to add more, after OBJ 3. Just stick with
      # the format: Color.new(0, 0, 0, 192),  # [OBJ 4]
      OBJECT_COLOR = [
      # Format:   Red,   Green,   Blue,   Grey
        Color.new(  0,     160,      0,   192),  # [OBJ 1]
        Color.new(  0,     160,    160,   192),  # [OBJ 2]
        Color.new(160,       0,    160,   192),  # [OBJ 3]
        # Insert additional objects here.
        
      ]  # <- Do not remove!
    
      # ◆ Position Marker Blinking Strength ◆
      # Here you may specify how frequently the positional market blinks.
      # A range of 5 to 8 is recommended.
      BLINK_LEVEL = 7
    end
    end
    
    #=============================================================================#
    #                          ★ End Customization ★                              #
    #=============================================================================#
    
    #=================================================#
    #                    IMPORT                       #
    #=================================================#
    
    $imported = {} if $imported == nil
    $imported["MiniMap"] = true
    
    if $data_mapinfos == nil
      $data_mapinfos = load_data("Data/MapInfos.rvdata")
    end
    
    #=================================================#
    
    #==============================================================================
    # □ KGC::MiniMap::Regexp
    #==============================================================================
    # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
    #                           Name Box Tag Strings                              #
    # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
    #  Whatever word(s) are after the separator ( | ) in the following lines are 
    #   what are used to determine what is searched for in the name box of an event. 
    
    module KGC::MiniMap
      module Regexp
        # ミニマップ非表示
        NO_MINIMAP = /\[NOMAP\]/i
        # 移動イベント
        MOVE_EVENT = /\[MOVE\]/i
        # オブジェクト
        OBJECT = /\[OBJ(?:ECT)?\s*(\d)\]/i
      end
    
      module_function
      #--------------------------------------------------------------------------
      # ○ ミニマップ全体をリフレッシュ
      #--------------------------------------------------------------------------
      def refresh
        return unless $scene.is_a?(Scene_Map)
        $scene.refresh_minimap
      end
      #--------------------------------------------------------------------------
      # ○ ミニマップのオブジェクトを更新
      #--------------------------------------------------------------------------
      def update_object
        return unless $scene.is_a?(Scene_Map)
        $scene.update_minimap_object
      end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # □ KGC::Commands
    #==============================================================================
    
    module KGC
    module Commands
      module_function
      #--------------------------------------------------------------------------
      # ○ Show the MiniMap
      #--------------------------------------------------------------------------
      def show_minimap
        $game_system.minimap_show = true
      end
      #--------------------------------------------------------------------------
      # ○ Hide the MiniMap
      #--------------------------------------------------------------------------
      def hide_minimap
        $game_system.minimap_show = false
      end
    end
    end
    
    #=================================================#
    #             INCLUDE COMMANDS                    #
    #=================================================#
    #    Include KGC::Commands in Game_Interpreter    #
    #=================================================#
    
    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
      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
      #--------------------------------------------------------------------------
      # ○ イベント名
      #--------------------------------------------------------------------------
      def name
        return @event.name
      end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # □ Game_MiniMap
    #------------------------------------------------------------------------------
    #   ミニマップを扱うクラスです。
    #==============================================================================
    
    class Game_MiniMap
      #--------------------------------------------------------------------------
      # ● 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
        @size = [@map_rect.width / @grid_size, @map_rect.height / @grid_size]
        @tilemap = tilemap
    
        create_sprites
        refresh
      end
      #--------------------------------------------------------------------------
      # ○ スプライト作成
      #--------------------------------------------------------------------------
      def create_sprites
        # マップ用スプライト作成
        @map_sprite = Sprite.new
        @map_sprite.x = @map_rect.x
        @map_sprite.y = @map_rect.y
        @map_sprite.z = KGC::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
    
        # オブジェクト用スプライト作成
        @object_sprite = Sprite_MiniMapIcon.new
        @object_sprite.x = @map_rect.x
        @object_sprite.y = @map_rect.y
        @object_sprite.z = KGC::MiniMap::MAP_Z + 1
        @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
        @object_sprite.src_rect = @map_rect
    
        # 現在位置スプライト作成
        @position_sprite = Sprite_MiniMapIcon.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 = KGC::MiniMap::MAP_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
        @map_sprite.bitmap.dispose
        @map_sprite.dispose
        @object_sprite.bitmap.dispose
        @object_sprite.dispose
        @position_sprite.bitmap.dispose
        @position_sprite.dispose
      end
      #--------------------------------------------------------------------------
      # ○ 可視状態取得
      #--------------------------------------------------------------------------
      def visible
        return @map_sprite.visible
      end
      #--------------------------------------------------------------------------
      # ○ 可視状態設定
      #--------------------------------------------------------------------------
      def visible=(value)
        @map_sprite.visible = value
        @object_sprite.visible = value
        @position_sprite.visible = value
      end
      #--------------------------------------------------------------------------
      # ○ リフレッシュ
      #--------------------------------------------------------------------------
      def refresh
        draw_map
        update_object_list
        draw_object
        update_position
      end
      #--------------------------------------------------------------------------
      # ○ マップ描画
      #--------------------------------------------------------------------------
      def draw_map
        bitmap = @map_sprite.bitmap
        bitmap.fill_rect(bitmap.rect, KGC::MiniMap::BACKGROUND_COLOR)
    
        rect = Rect.new(0, 0, @grid_size, @grid_size)
        move_events = $game_map.events.values.find_all { |e|
          e.name =~ KGC::MiniMap::Regexp::MOVE_EVENT
        }
        $game_map.width.times { |i|     # X座標
          $game_map.height.times { |j|  # Y座標
            next unless $game_map.passable?(i, j)
    
            rect.x = @map_rect.width / 2 + @grid_size * i
            rect.y = @map_rect.height / 2 + @grid_size * j
            color = KGC::MiniMap::FOREGROUND_COLOR
            move_events.each { |e|
              if e.x == i && e.y == j
                color = KGC::MiniMap::MOVE_EVENT_COLOR
                break
              end
            }
            bitmap.fill_rect(rect, color)
          }
        }
      end
      #--------------------------------------------------------------------------
      # ○ オブジェクト一覧更新
      #--------------------------------------------------------------------------
      def update_object_list
        @object_list = []
        $game_map.events.values.each { |e|
          if e.name =~ KGC::MiniMap::Regexp::OBJECT
            type = $1.to_i
            if @object_list[type] == nil
              @object_list[type] = []
            end
            @object_list[type] << e
          end
        }
      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)
        mw = @map_rect.width / 2
        mh = @map_rect.height / 2
    
        # 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|
            # グラフィックがある場合のみ表示
            if obj.character_name != "" || obj.tile_id > 0
              rect.x = mw + obj.real_x * @grid_size / 256
              rect.y = mh + obj.real_y * @grid_size / 256
              bitmap.fill_rect(rect, color)
            end
          }
        }
      end
      #--------------------------------------------------------------------------
      # ○ 更新
      #--------------------------------------------------------------------------
      def update
        draw_object
        update_position
        if @map_sprite.visible
          @map_sprite.update
          @object_sprite.update
          @position_sprite.update
        end
      end
      #--------------------------------------------------------------------------
      # ○ 位置更新
      #--------------------------------------------------------------------------
      def update_position
        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
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # □ 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 if @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
        @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
      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
    
     

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