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How ca I delete MARK DOT from minimap (minimap by Selwyn )

Hello guy, about the passability minimap by Selwyn ( it's old but new for me)

this script here
#==============================================================================
# โ–  Passability Mini Map
#------------------------------------------------------------------------------
# made by Selwyn/Squall // selwyn@rmxp.ch
# released the 30th of May 2006
#==============================================================================

#==============================================================================
# โ–  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
#--------------------------------------------------------------------------
# โ—� initialize
#--------------------------------------------------------------------------
def initialize
@corner = 4 # 1 or 2 or 3 or 4
end
#--------------------------------------------------------------------------
# โ—� main
#--------------------------------------------------------------------------
def main
@mini_map = Map_Event.new(@corner)
main_passminimap
@mini_map.dispose
end
#--------------------------------------------------------------------------
# โ—� 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
#--------------------------------------------------------------------------
# โ—� transfer_player
#--------------------------------------------------------------------------
def transfer_player
transfer_passminimap
@mini_map.dispose
@mini_map = Map_Event.new(@corner)
end
end

#==============================================================================
# โ–  Map_Base
#------------------------------------------------------------------------------
# ใ€€Base class for mini maps
#==============================================================================

class Map_Base < Sprite
#--------------------------------------------------------------------------
# โ—� constants and instances
#--------------------------------------------------------------------------
PMP_VERSION = 6
ACTIVATED_ID = 500 # set the switch id for the minimap display (on/off)
attr_reader :event
#--------------------------------------------------------------------------
# โ—� 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("/minimap/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
#--------------------------------------------------------------------------
# โ—� dispose
#--------------------------------------------------------------------------
def dispose
@border.dispose
super
end
#--------------------------------------------------------------------------
# โ—� x=
#--------------------------------------------------------------------------
def x=(x)
self.viewport.rect.x = x
@border.x = x - 6
end
#--------------------------------------------------------------------------
# โ—� y=
#--------------------------------------------------------------------------
def y=(y)
self.viewport.rect.y = y
@border.y = y - 6
end
#--------------------------------------------------------------------------
# โ—� visible=
#--------------------------------------------------------------------------
def visible=(bool)
super
self.viewport.visible = bool
@border.visible = bool
end
#--------------------------------------------------------------------------
# โ—� minimap_on?
#--------------------------------------------------------------------------
def on?
return $game_switches[ACTIVATED_ID]
end
#--------------------------------------------------------------------------
# โ—� 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
#--------------------------------------------------------------------------
# โ—� width
#--------------------------------------------------------------------------
def width
return 120
end
#--------------------------------------------------------------------------
# โ—� height
#--------------------------------------------------------------------------
def height
return 90
end
#--------------------------------------------------------------------------
# โ—� display_x
#--------------------------------------------------------------------------
def display_x
return $game_map.display_x * 3 / 64
end
#--------------------------------------------------------------------------
# โ—� display_y
#--------------------------------------------------------------------------
def display_y
return $game_map.display_y * 3 / 64
end
end

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

class Map_Passability < Map_Base
#--------------------------------------------------------------------------
# โ—� 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]
#--------------------------------------------------------------------------
# โ—� initialize
#--------------------------------------------------------------------------
def initialize(corner)
super(corner)
@autotile = RPG::Cache.picture("/minimap/minimap_tiles")
setup()
end
#--------------------------------------------------------------------------
# โ—� setup
#--------------------------------------------------------------------------
def setup()
@map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id))
tileset = $data_tilesets[@map.tileset_id]
@passages = tileset.passages
@priorities = tileset.priorities
redefine_tiles
refresh
end
#--------------------------------------------------------------------------
# โ—� pass
#--------------------------------------------------------------------------
def pass(tile_id)
return 15 if tile_id == nil
return 0 if @passages[tile_id] & 0x40 == 0x40
return @passages[tile_id] != nil ? @passages[tile_id] : 15
end
#--------------------------------------------------------------------------
# โ—� passable
#--------------------------------------------------------------------------
def passable(tile_id)
return pass(tile_id) < 15
end
#--------------------------------------------------------------------------
# โ—� 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
#--------------------------------------------------------------------------
# โ—� 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

#==============================================================================
# โ–  Map_Event
#------------------------------------------------------------------------------
# ใ€€draw the events and hero position
#==============================================================================

class Map_Event < Map_Passability
#--------------------------------------------------------------------------
# โ—� initialize
#--------------------------------------------------------------------------
def initialize(corner = 4)
super(corner)
@dots = []
@player = Sprite.new(self.viewport)
@player.bitmap = RPG::Cache.picture("/minimap/mmcursors")
@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.code != 108
@events[key] = Sprite.new(self.viewport)
@events[key].z = self.z + 2
if event.list.parameters[0].include?("event")
@events[key].bitmap = RPG::Cache.picture("/minimap/event")
elsif event.list.parameters[0].include?("enemy")
@events[key].bitmap = RPG::Cache.picture("/minimap/enemy")
elsif event.list.parameters[0].include?("teleport")
@events[key].bitmap = RPG::Cache.picture("/minimap/teleport")
elsif event.list.parameters[0].include?("chest")
@events[key].bitmap = RPG::Cache.picture("/minimap/chest")
elsif event.list.parameters[0].include?("cat")
@events[key].bitmap = RPG::Cache.picture("/minimap/cat")
elsif event.list.parameters[0].include?("npc")
@events[key].bitmap = RPG::Cache.picture("/minimap/npc")
elsif event.list.parameters[0].include?("save")
@events[key].bitmap = RPG::Cache.picture("/minimap/save")
end
end
end
end
#--------------------------------------------------------------------------
# โ—� dispose
#--------------------------------------------------------------------------
def dispose
@player.dispose
for event in @events.values
event.dispose
end
super
end
#--------------------------------------------------------------------------
# โ—� 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


I want to remove MARK DOT from minimap, example ; I set RED DOT as a treasure chest , and when I open it and got some treasure, I want to delete it's mark from minimap ( in this script cant delete it ), How can I?

Thank you
 
There's other, newer scripts that easily let you delete event dots using comments in the event.
EDIT: Also, on a sidenote, use [CODE ][/CODE ] tags AS WELL as spoiler tags when you post a bit of code. Otherwise part of the code might be lost (i.e. here, the indenting is lost, making it hard to read, and the last bit is italicised due to the symbol [i ] being used in the code)
 
Finally !!! I solved the problem.

just add call script : $scene = Scene_Map.new in the bottom ( or just above switch to change page event line) of 1st page of event, on the second page you not fill any comment or fill comment you want to change MARK to.

easy but work hi hi..
 

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