Eli Minimap - Add highly customizable minimap to your game!

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Started by Eliaquim 43 posts Page 2 of 3 View original ↗
  1. @ShadowDragon Nice it worked now! ^^

    Version 6.0.2 - 04/28/2022
    • [PRO] Fixed an issue that was making the character position float on the minimap when you are changing between Full Minimap Scene and Scene Map.
  2. Version 6.0.3 - 05/19/2022
    • Fixed a crash that happens when you try to add or remove an actor when you are on a map that does not have a minimap.
  3. One day, I should make JABS changelog notes as clean as your changelog is.

    I was considering using a minimap as a part of the HUD, and while coding it would probably be entertaining, judging by the fact that you've had enough iterations to reach major 6.0.0+ versioning, I'm assuming this is more complicated than I think it is.

    I can't tell from the pictures/videos: can the minimap be generated completely automatically with... idk, "points of interest" (events/characters/player/etc) as little squares or something on the minimap?
  4. Jragyn said:
    One day, I should make JABS changelog notes as clean as your changelog is.

    I was considering using a minimap as a part of the HUD, and while coding it would probably be entertaining, judging by the fact that you've had enough iterations to reach major 6.0.0+ versioning, I'm assuming this is more complicated than I think it is.

    I can't tell from the pictures/videos: can the minimap be generated completely automatically with... idk, "points of interest" (events/characters/player/etc) as little squares or something on the minimap?
    Hi there!

    Thanks for the compliment ^^

    Yes, if I understand what you mean xD

    [EDIT] You can attach colors to region ID or Terrain tags. Then the minimap can be generated automatically based on these colors. Plus, you can also assign colors to impassable regions, passable, ladders, bush, etc.
    This is the "tile mode".
    For it to be like an image, it will not generate automatically, you will need an image to represent the minimap.

    I will send you a PM, in just a minute
  5. Eliaquim said:
    [EDIT] You can attach colors to region ID or Terrain tags. Then the minimap can be generated automatically based on these colors. Plus, you can also assign colors to impassable regions, passable, ladders, bush, etc.
    This is the "tile mode".
    Ahh, this is precisely the answer to my question.
    This is functionality I am interested in comprehending further, as a crude and barebones sort of minimap that just works.

    Thank you.
  6. Hi! So what's the stand on the "fog of war" functionality? Or has it already been implemented and I missed something?
  7. Anthony Xue said:
    Hi! So what's the stand on the "fog of war" functionality? Or has it already been implemented and I missed something?
    Hi!
    Yes, but only for MZ. On the itch io plugin page, there is a video showing the fog of war.
  8. Thanks, I'll take a look!
  9. Okay, tested it and it seems to work fine. However, I've been unable to find out how exactly the "full" minimap is called up. My guess is it has a scene name, but the help file doesn't tell it...
  10. Anthony Xue said:
    Okay, tested it and it seems to work fine. However, I've been unable to find out how exactly the "full" minimap is called up. My guess is it has a scene name, but the help file doesn't tell it...
    Hi!
    Yeah indeed, I missed this info on the help file. Will fix when I get home!
    There is a plugin commands to call the minimap scene.

    You can also download my sample project for more ways to call the full minimap scene!
    Using my button common event plugin and also by clicking on the minimap.
  11. Alright, found your sample project and played around with the map calling functions a bit. The thing is, I would like to have it as an option in the VisuStella core menu, and that only accepts JS instructions, no plugin commands.

    As an alternative, I tried giving the party a map scroll that, when used, would call up a common event with the "Call Scene" plugin command, just for testing purposes. It's a little awkward as you have to select a user and there's some kind of flicker when the scene is called, but generally it works. However, when I then try to exit the scene (with Esc), I get the following error message:

    TypeError
    Cannot set property '_parentID' of null


    ...which is a little unfortunate, as it terminates the game. No idea what's going on.

    Also, I apparently can't select a specific icon for the map marker, only an icon set. Is there a certain icon number the plugin refers to?

    Thanks for your support!
  12. Anthony Xue said:
    Alright, found your sample project and played around with the map calling functions a bit. The thing is, I would like to have it as an option in the VisuStella core menu, and that only accepts JS instructions, no plugin commands.
    - I need to make a little adjustment for it to work from inside the menu. When I finish doing it, you will just need that line to call the minimap scene:
    SceneManager.push(Eli.Minimap.Scene_Minimap)
    Will add it on the next update!

    Anthony Xue said:
    As an alternative, I tried giving the party a map scroll that, when used, would call up a common event with the "Call Scene" plugin command, just for testing purposes. It's a little awkward as you have to select a user and there's some kind of flicker when the scene is called, but generally it works. However, when I then try to exit the scene (with Esc), I get the following error message:
    - I tested here attaching a common event on a key item, and it works. I get no error when I press ESC. So maybe it is a compatibility issue. When the error happens again, press F8 or F12 and go to the console tab of the browser, and send me the screenshot of the error trace.

    Anthony Xue said:
    Also, I apparently can't select a specific icon for the map marker, only an icon set. Is there a certain icon number the plugin refers to?
    - On the plugin parameters, you select an icon set as the standard image to be used by all minimap markers. After that, you create each marker template and choose a single icon from the iconset image, by it's index.
    1689701493216.png
    1689701523842.png
  13. Thanks. Okay, I got that part. However, no matter what icon I select and regardless of any other settings I change, I can't get it to show up :-/

    Just for understanding - if there are multiple possible templates, shouldn't there be a setting in the "Minimap" and "Full Minimap Scene" parameters that tells them which of the templates to use? And is it possible there's a conflict if I have the icon size at 32 and the minimap tile size at 10? Just throwing assumptions around at the moment...
  14. The icon size and tile size are not conflicting.

    About "shouldn't there be a setting in the "Minimap" and "Full Minimap Scene" parameters that tells them which of the templates to use?"

    This information is on the help file under the Sections:

    Plugin Parameters > Minimap Markers

    And

    How to use > Creating Minimap Markers
    Minimap
  15. Phew. It took some testing, but I finally got an arrow representing the party that shifts with the direction.

    map with arrow.PNG

    If I may send some feedback: you are correct in that the information is present in the help file, but it has clearly been written from the developer's view, not the user's view :wink: I'm 99% certain that other users will have the same priority as I did (e.g. why am I using a marker? well, first of all to represent the party), so I would recommend putting the "for actors, you create a marker" sentence close to the beginning of the section and only thereafter explain how that marker is defined. Otherwise that information is floating in mid-air, and the user has to piece together the clues. At least that's how I felt.

    Never mind, thank you for your support and a great plugin! Will easily recommend this to other users looking for a CRPG-style automap.
  16. Anthony Xue said:
    Phew. It took some testing, but I finally got an arrow representing the party that shifts with the direction.

    View attachment 270444

    If I may send some feedback: you are correct in that the information is present in the help file, but it has clearly been written from the developer's view, not the user's view :wink: I'm 99% certain that other users will have the same priority as I did (e.g. why am I using a marker? well, first of all to represent the party), so I would recommend putting the "for actors, you create a marker" sentence close to the beginning of the section and only thereafter explain how that marker is defined. Otherwise that information is floating in mid-air, and the user has to piece together the clues. At least that's how I felt.

    Never mind, thank you for your support and a great plugin! Will easily recommend this to other users looking for a CRPG-style automap.
    Nice you manage to make it work!

    I appreciate the feedback and will try to rewrite the same thing in another way to better explain it! ^^
    I'm sorry if I may seem rude. I was on mobile, it was not my intention.

    And feel free to ask anything, even if it seems obvious, I will be happy to explain! :)
  17. Hey, would you happen to know (with any version) if it's possible to create a minimap thats using this plugin (and utilizing any tricks outside of it) that extends over more than one room? For example, I'm looking into making a dungeon crawler which would obviously have many different connected maps, but I'd like the full-view minimap to be able to view every single room from that one location, and have the players marker accurately depict where they are on this "global map" as well as potential quest markers on the other side of the dungeon, while also hiding the potentially hundreds of enemies (that will have markers) besides the ones in the room the player is currently in.

    This is a big ask, I'd think the marker stuff is especially impossible just because if I'm not in the map then they're unloaded, and thus never get recognized by the plugin most likely. I'm just wondering if theoretically the functionality is there in the plugin that might make something like this possible, such as condition based markers (if the player is viewing the minimap or the full view minimap) and that unloaded marker not being a thing. Appreciate the help!
  18. spira said:
    Hey, would you happen to know (with any version) if it's possible to create a minimap thats using this plugin (and utilizing any tricks outside of it) that extends over more than one room? For example, I'm looking into making a dungeon crawler which would obviously have many different connected maps, but I'd like the full-view minimap to be able to view every single room from that one location, and have the players marker accurately depict where they are on this "global map" as well as potential quest markers on the other side of the dungeon, while also hiding the potentially hundreds of enemies (that will have markers) besides the ones in the room the player is currently in.

    This is a big ask, I'd think the marker stuff is especially impossible just because if I'm not in the map then they're unloaded, and thus never get recognized by the plugin most likely. I'm just wondering if theoretically the functionality is there in the plugin that might make something like this possible, such as condition based markers (if the player is viewing the minimap or the full view minimap) and that unloaded marker not being a thing. Appreciate the help!
    Hi there!
    If I understood you correctly, you have several maps created on the engine, that together make a big dungeon. And what you want is to show a minimap, that puts all those maps together into a single minimap. If is that, not, it's not possible with this plugin.

    It only creates a minimap for the current map the player is.
  19. Eli,

    I am of the understanding that you no longer create updates for MV Minimap Pro, but hopefully, you still assist with troubleshooting.

    Your plugin worked beautifully when I first stepped onto the world map in my game, but now, the crash happens when I reload a saved game on the world map.

    Edit:
    I have a parallel event setup to turn off the plugin-identified minimap block switch followed by an erase event.

    Console crash log:
    Code:
    TypeError: Cannot read properties of undefined (reading 'bind')
        at Sprite_MinimapMarker.refreshUpdateFunction (js/plugins/Eli_MinimapPro.js:1528:44)
        at Sprite_MinimapMarker.refreshSettings (js/plugins/Eli_MinimapPro.js:1550:14)
        at Sprite_MinimapMarker.initialize (js/plugins/Eli_MinimapPro.js:1499:14)
        at new Sprite (rpg_core.js:3946:21)
        at new Sprite_MinimapMarker (js/plugins/Eli_MinimapPro.js:1494:1)
        at Sprite_Minimap.addMarkerSprite (js/plugins/Eli_MinimapPro.js:1153:24)
        at Sprite_Minimap.createPlayerMarker (js/plugins/Eli_MinimapPro.js:1143:14)
        at Sprite_Minimap.createMarkers (js/plugins/Eli_MinimapPro.js:1116:14)
        at Sprite_Minimap.initialize (js/plugins/Eli_MinimapPro.js:1019:14)
        at new Sprite (rpg_core.js:3946:21)
    SceneManager.catchException @ YEP_CoreEngine.js:1098

    Highlighted typeerror line "console.error(e.stack);":
    JavaScript:
    SceneManager.catchException = function(e) {
      if (e instanceof Error) {
        Graphics.printFullError(e.name, e.message, e.stack);
        console.error(e.stack);
      } else {
        Graphics.printError('UnknownError', e);
      }
      AudioManager.stopAll();
      this.stop();
    };

    I realize this may have been something I misconfigured in the plugin settings. I read your instructions several times, so hopefully, I did not miss anything.

    Thank you for your time.
  20. Guy_Fightmaster said:
    Eli,

    I am of the understanding that you no longer create updates for MV Minimap Pro, but hopefully, you still assist with troubleshooting.

    Your plugin worked beautifully when I first stepped onto the world map in my game, but now, the crash happens when I reload a saved game on the world map.

    Edit:
    I have a parallel event setup to turn off the plugin-identified minimap block switch followed by an erase event.

    Console crash log:
    Code:
    TypeError: Cannot read properties of undefined (reading 'bind')
        at Sprite_MinimapMarker.refreshUpdateFunction (js/plugins/Eli_MinimapPro.js:1528:44)
        at Sprite_MinimapMarker.refreshSettings (js/plugins/Eli_MinimapPro.js:1550:14)
        at Sprite_MinimapMarker.initialize (js/plugins/Eli_MinimapPro.js:1499:14)
        at new Sprite (rpg_core.js:3946:21)
        at new Sprite_MinimapMarker (js/plugins/Eli_MinimapPro.js:1494:1)
        at Sprite_Minimap.addMarkerSprite (js/plugins/Eli_MinimapPro.js:1153:24)
        at Sprite_Minimap.createPlayerMarker (js/plugins/Eli_MinimapPro.js:1143:14)
        at Sprite_Minimap.createMarkers (js/plugins/Eli_MinimapPro.js:1116:14)
        at Sprite_Minimap.initialize (js/plugins/Eli_MinimapPro.js:1019:14)
        at new Sprite (rpg_core.js:3946:21)
    SceneManager.catchException @ YEP_CoreEngine.js:1098

    Highlighted typeerror line "console.error(e.stack);":
    JavaScript:
    SceneManager.catchException = function(e) {
      if (e instanceof Error) {
        Graphics.printFullError(e.name, e.message, e.stack);
        console.error(e.stack);
      } else {
        Graphics.printError('UnknownError', e);
      }
      AudioManager.stopAll();
      this.stop();
    };

    I realize this may have been something I misconfigured in the plugin settings. I read your instructions several times, so hopefully, I did not miss anything.

    Thank you for your time.
    Hi there!

    The problem seems that the plugin is not able to get the minimap marker data from a character.
    Instead of erasing the event, can you not just turn a switch to another page that is blank and does nothing?