Kingdom Ablaze
Sponsor
Draw_map(dont know what else to call it)Version:1
By: Plague180
Introduction
This script allows u to press m on the key board(or any other letter if u want)and call a picture from your picture folder called map.png. i know this might seem over simple(or there might be a easier way), but my freind wanted me to post it for him, and i hope some one else could use this little peice of code. let me know, even if its negitive. Go navy!
Demo
http://www.megaupload.com/?d=K4MF5Q59
Script
Cybersam's input script(required)
Scene_Map Edit
Scene_Draw_Map
Instructions
plug and play
just put the scripts in order(input, Scene_map, Scene_Draw_Map) above main and under Scene_map(original)
Compatibility
i have not had any probelms with it, but i think it may have issues with some custom menus.
since i change the update for scene map i guess it could cause problems, but i dont think it will because all i did was make it check for the letter "m" being pressed
Credits and Thanks
Cybersam for the input script
By: Plague180
Introduction
This script allows u to press m on the key board(or any other letter if u want)and call a picture from your picture folder called map.png. i know this might seem over simple(or there might be a easier way), but my freind wanted me to post it for him, and i hope some one else could use this little peice of code. let me know, even if its negitive. Go navy!
Demo
http://www.megaupload.com/?d=K4MF5Q59
Script
Cybersam's input script(required)
Code:
#==============================================================================
# Keyboard Input Module
#----------------------------------------------------------------------------
# Script by Cybersam
#==============================================================================
module Input
@keys = []
@pressed = []
Mouse_Left = 1
Mouse_Right = 2
Mouse_Middle = 4
Back= 8
Tab = 9
Enter = 13
Shift = 16
Ctrl = 17
Alt = 18
Esc = 27
Space = 32
Numberkeys = {}
Numberkeys[0] = 48 # => 0
Numberkeys[1] = 49 # => 1
Numberkeys[2] = 50 # => 2
Numberkeys[3] = 51 # => 3
Numberkeys[4] = 52 # => 4
Numberkeys[5] = 53 # => 5
Numberkeys[6] = 54 # => 6
Numberkeys[7] = 55 # => 7
Numberkeys[8] = 56 # => 8
Numberkeys[9] = 57 # => 9
Numberpad = {}
Numberpad[0] = 45
Numberpad[1] = 35
Numberpad[2] = 40
Numberpad[3] = 34
Numberpad[4] = 37
Numberpad[5] = 12
Numberpad[6] = 39
Numberpad[7] = 36
Numberpad[8] = 38
Numberpad[9] = 33
Letters = {}
Letters["A"] = 65
Letters["B"] = 66
Letters["C"] = 67
Letters["D"] = 68
Letters["E"] = 69
Letters["F"] = 70
Letters["G"] = 71
Letters["H"] = 72
Letters["I"] = 73
Letters["J"] = 74
Letters["K"] = 75
Letters["L"] = 76
Letters["M"] = 77
Letters["N"] = 78
Letters["O"] = 79
Letters["P"] = 80
Letters["Q"] = 81
Letters["R"] = 82
Letters["S"] = 83
Letters["T"] = 84
Letters["U"] = 85
Letters["V"] = 86
Letters["W"] = 87
Letters["X"] = 88
Letters["Y"] = 89
Letters["Z"] = 90
Fkeys = {}
Fkeys[1] = 112
Fkeys[2] = 113
Fkeys[3] = 114
Fkeys[4] = 115
Fkeys[5] = 116
Fkeys[6] = 117
Fkeys[7] = 118
Fkeys[8] = 119
Fkeys[9] = 120
Fkeys[10] = 121
Fkeys[11] = 122
Fkeys[12] = 123
Collon = 186 # => \ |
Equal = 187 # => = +
Comma = 188 # => , <
Underscore = 189 # => - _
Dot = 190 # => . >
Backslash = 191 # => / ?
Lb = 219
Rb = 221
Quote = 222 # => '"
#-------------------------------------------------------------------------------
USED_KEYS = [Mouse_Left, Mouse_Right, Mouse_Middle]
#-------------------------------------------------------------------------------
module_function
#--------------------------------------------------------------------------
def triggered?(key)
Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(key) & 0x01 == 1
end
#--------------------------------------------------------------------------
def check(key)
Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(key) & 0x01 == 1
end
#--------------------------------------------------------------------------
def pressed?(key)
return true unless Win32API.new("user32","GetKeyState",['i'],'i').call(key).between?(0, 1)
return false
end
#--------------------------------------------------------------------------
def mouse_update
@used_i = []
for i in USED_KEYS
x = check(i)
if x == true
@used_i.push(i)
end
end
end
#--------------------------------------------------------------------------
def self.C
self.trigger?(C)
end
#--------------------------------------------------------------------------
def self.B
self.trigger?(B)
end
#--------------------------------------------------------------------------
def self.A
self.trigger?(A)
end
#--------------------------------------------------------------------------
def self.Down
self.trigger?(DOWN)
end
#--------------------------------------------------------------------------
def self.Up
self.trigger?(UP)
end
#--------------------------------------------------------------------------
def self.Right
self.trigger?(RIGHT)
end
#--------------------------------------------------------------------------
def self.Left
self.trigger?(LEFT)
end
#--------------------------------------------------------------------------
def self.Anykey
if A or B or C or Down or Up or Right or Left
return true
else
return false
end
end
#--------------------------------------------------------------------------
end
Code:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
CALL_KEY = Input::Letters["M"]#used to choose which key calls the map
def update
# Loop
loop do
# Update map, interpreter, and player order
# (this update order is important for when conditions are fulfilled
# to run any event, and the player isn't provided the opportunity to
# move in an instant)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# Update system (timer), screen
$game_system.update
$game_screen.update
# Abort loop if player isn't place moving
unless $game_temp.player_transferring
break
end
# Run place move
transfer_player
# Abort loop if transition processing
if $game_temp.transition_processing
break
end
end
# Update sprite set
@spriteset.update
# Update message window
@message_window.update
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Change to title screen
$scene = Scene_Title.new
return
end
# If transition processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If showing message window
if $game_temp.message_window_showing
return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# If B button was pressed
if Input.trigger?(Input::B)
# If event is running, or menu is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# Set menu calling flag or beep flag
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
# Set debug calling flag
$game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
# Run calling of each screen
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
if Input.pressed?(CALL_KEY) #draws the map
$scene = Scene_Draw_Map.new("map.png")
end
end
end
Code:
class Scene_Draw_Map
def initialize(name)
name = name.to_s
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(name)
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
end
def update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Map.new
return
end
end
end
Instructions
plug and play
Compatibility
i have not had any probelms with it, but i think it may have issues with some custom menus.
since i change the update for scene map i guess it could cause problems, but i dont think it will because all i did was make it check for the letter "m" being pressed
Credits and Thanks
Cybersam for the input script