Map in menu

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Started by Ninjakillzu 30 posts Page 1 of 2 View original ↗
  1. I'm looking for a script that allows the player to view the in-game map in the menu. I've searched around for a good VX Ace one, but I haven't found much. I've been trying to get this to work (just the map menu part), but it's difficult to implement. https://forums.rpgmakerweb.com/index.php?threads/napoleons-minimap.13801/

    Is there something that offers the same utility, but isn't a dead script?
  2. if you want the map inside a menu screen, then no there is no such script. All map-scripts I know of only display the minimap window on the real map, not inside a menu screen.

    It can be done, but it would probably have to be custom build for you - and there aren't many VXA-Scripter still active, you might have to commission it...
  3. If you are OK with just an image associated to the map's ID to show up with a custom scene, I can do that. It could be easy to do. :distrust:

    You may be able to find scripts that take screenshots of the whole map and puts it into a set dimension, but it seems cost intensive..
  4. zeroscares said:
    If you are OK with just an image associated to the map's ID to show up with a custom scene, I can do that. It could be easy to do. :distrust:

    You may be able to find scripts that take screenshots of the whole map and puts it into a set dimension, but it seems cost intensive..
    From what I understand, you are talking about opening a map image from the menu? How much of the map would it show? Can it be navigated seperately from the player with arrow keys?
  5. Ninjakillzu said:
    From what I understand, you are talking about opening a map image from the menu? How much of the map would it show? Can it be navigated seperately from the player with arrow keys?
    Yea I could make it move with the arrow keys. I don't know if I could make it follow where the player is on the map, because images doesn't need to follow a tile grid format. And you would be able to set up images for each map inside the script configuration...I think that would be more flexible.

    Can you draw what you would like your map menu to look like and what it needs to show?

    I wouldn't recommend using something like this for very large maps + images. it may cause bad loading times...
  6. minimap mockup.png

    Here is a quick mock-up. It needs to show arrow direction pictures, and show a small text area that tells the player how to exit the map back to the menu. Being able to show where the player is would be useful as well. I won't be using map markers because not having them encourages exploration and reading signs.

    As for using large maps...Well...My starting map is 181x100.
  7. Ninjakillzu said:
    As for using large maps...Well...My starting map is 181x100.
    It better not lag then, because I'm not going to fix this script much.... :guffaw:

    Tell me if you find any bugs.
  8. Wow! It's already done? I'll have to install it after work.

    Thank you! :kaopride:
  9. @Ninjakillzu I took a different approach if you want to test this one. It just uses some premade functions in RM. No messing with images of your map etc to make new files. Rather it just duplicates the tilemap so you can save memory too and it will loop around the whole map plus retain water animations too.

    Map Explore Script
    Ruby:
    #==============================================================================
    # ** XANE MAP EXPLORE
    #    v1.0
    #    Lets you scroll around your map freely. (Loops around map!)
    #    Use SceneManager.call(Scene_MapExplore) to bring it up.
    #=============================================================================
    
    #==============================================================================
    # ** XANE_MAPEXPLORE
    #------------------------------------------------------------------------------
    #  This module handles settings for map exploring.
    #==============================================================================
    
    module XANE_MAPEXPLORE
    
      # How fast you want to scroll around.
      SPEED = 8
    
      # Text to display on the screen
      DISPLAY_TEXT = "Press ESC to return"
    
      # Arrow Image
      USE_ARROWS = true
      ARROW_IMAGE = 'Arrow'
    
    end
    
    #==============================================================================
    # ** Window_ExploreReturn
    #------------------------------------------------------------------------------
    #  This window displays the return key function.
    #==============================================================================
    
    class Window_ExploreReturn < Window_Selectable
      #--------------------------------------------------------------------------
      # * Included Modules
      #--------------------------------------------------------------------------
      include XANE_MAPEXPLORE
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, Graphics.width / 2, fitting_height(1))
        self.opacity = 0
        refresh
        activate
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        draw_text(contents.rect, DISPLAY_TEXT, 1)
      end
    end
    
    #==============================================================================
    # ** Scene_MapExplore
    #------------------------------------------------------------------------------
    #  This scene displays a view of the map that can be scrolled around.
    #==============================================================================
    
    class Scene_MapExplore < Scene_MenuBase
      #--------------------------------------------------------------------------
      # * Included Modules
      #--------------------------------------------------------------------------
      include XANE_MAPEXPLORE
      #--------------------------------------------------------------------------
      # * Start Processing
      #--------------------------------------------------------------------------
      def start
        super
        @viewport1 = Viewport.new
        @return_window = Window_ExploreReturn.new
        @return_window.set_handler(:cancel, method(:return_scene))
        @view_x = $game_map.display_x * 32
        @view_y = $game_map.display_y * 32
        create_tilemap
        create_arrows
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        @viewport1.update
        update_tileset
        update_tilemap
      end
      #--------------------------------------------------------------------------
      # * Terminate Processing
      #--------------------------------------------------------------------------
      def terminate
        super
        @view_x = @view_y = nil
        dispose_tilemap
        dispose_arrows
        @viewport1.dispose
      end
      #--------------------------------------------------------------------------
      # * Create Tilemap
      #--------------------------------------------------------------------------
      def create_tilemap
        @tilemap = Tilemap.new(@viewport1)
        @tilemap.map_data = $game_map.data
        load_tileset
      end
      #--------------------------------------------------------------------------
      # * Create Arrows
      #--------------------------------------------------------------------------
      def create_arrows
        return unless USE_ARROWS
        @arrow_sprite = Sprite.new
        @arrow_sprite.z = @viewport1.z + 1
        @arrow_sprite.bitmap = Cache.system(ARROW_IMAGE)
      end
      #--------------------------------------------------------------------------
      # * Load Tileset
      #--------------------------------------------------------------------------
      def load_tileset
        @tileset = $game_map.tileset
        @tileset.tileset_names.each_with_index do |name, i|
          @tilemap.bitmaps[i] = Cache.tileset(name)
        end
        @tilemap.flags = @tileset.flags
      end
      #--------------------------------------------------------------------------
      # * Free Tilemap
      #--------------------------------------------------------------------------
      def dispose_tilemap
        @tilemap.dispose
      end
      #--------------------------------------------------------------------------
      # * Free Arrows
      #--------------------------------------------------------------------------
      def dispose_arrows
        return unless USE_ARROWS
        @arrow_sprite.bitmap.dispose if @arrow_sprite.bitmap
        @arrow_sprite.dispose
      end
      #--------------------------------------------------------------------------
      # * Update Tileset
      #--------------------------------------------------------------------------
      def update_tileset
        if @tileset != $game_map.tileset
          load_tileset
        end
      end
      #--------------------------------------------------------------------------
      # * Update Tilemap
      #--------------------------------------------------------------------------
      def update_tilemap
        @tilemap.map_data = $game_map.data
        @view_x -= SPEED if Input.press?(:LEFT) && !Input.press?(:RIGHT)
        @view_x += SPEED if Input.press?(:RIGHT) && !Input.press?(:LEFT)
        @view_y -= SPEED if Input.press?(:UP) && !Input.press?(:DOWN)
        @view_y += SPEED if Input.press?(:DOWN) && !Input.press?(:UP)
        @tilemap.ox = @view_x
        @tilemap.oy = @view_y
        @tilemap.update
      end
    end

    I also have an arrow image so you can quickly test it out using the script call. Put the picture in your system folder. (You probably wont see the image at first on here cause the arrows are white. Just right click and save).
    Arrow Image
    Arrow.png
  10. Xane said:
    No messing with images of your map
    This is awesome. Well done. I like it.
    There is one correction to make.
    You specified dispose_arrows but then you have two dispose_tilemap
    so line 136 needs to be dispose_arrows
  11. @Roninator2 Haha good cache! That's what I get for typing it on the fly and not triple checking. Noted and fixed!
  12. Xane said:
    @Ninjakillzu I took a different approach if you want to test this one. It just uses some premade functions in RM. No messing with images of your map etc to make new files. Rather it just duplicates the tilemap so you can save memory too and it will loop around the whole map plus retain water animations too.

    Map Explore Script
    Ruby:
    #==============================================================================
    # ** XANE MAP EXPLORE
    #    v1.0
    #    Lets you scroll around your map freely. (Loops around map!)
    #    Use SceneManager.call(Scene_MapExplore) to bring it up.
    #=============================================================================
    
    #==============================================================================
    # ** XANE_MAPEXPLORE
    #------------------------------------------------------------------------------
    #  This module handles settings for map exploring.
    #==============================================================================
    
    module XANE_MAPEXPLORE
    
      # How fast you want to scroll around.
      SPEED = 8
    
      # Text to display on the screen
      DISPLAY_TEXT = "Press ESC to return"
    
      # Arrow Image
      USE_ARROWS = true
      ARROW_IMAGE = 'Arrow'
    
    end
    
    #==============================================================================
    # ** Window_ExploreReturn
    #------------------------------------------------------------------------------
    #  This window displays the return key function.
    #==============================================================================
    
    class Window_ExploreReturn < Window_Selectable
      #--------------------------------------------------------------------------
      # * Included Modules
      #--------------------------------------------------------------------------
      include XANE_MAPEXPLORE
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, Graphics.width / 2, fitting_height(1))
        self.opacity = 0
        refresh
        activate
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        draw_text(contents.rect, DISPLAY_TEXT, 1)
      end
    end
    
    #==============================================================================
    # ** Scene_MapExplore
    #------------------------------------------------------------------------------
    #  This scene displays a view of the map that can be scrolled around.
    #==============================================================================
    
    class Scene_MapExplore < Scene_MenuBase
      #--------------------------------------------------------------------------
      # * Included Modules
      #--------------------------------------------------------------------------
      include XANE_MAPEXPLORE
      #--------------------------------------------------------------------------
      # * Start Processing
      #--------------------------------------------------------------------------
      def start
        super
        @viewport1 = Viewport.new
        @return_window = Window_ExploreReturn.new
        @return_window.set_handler(:cancel, method(:return_scene))
        @view_x = $game_map.display_x * 32
        @view_y = $game_map.display_y * 32
        create_tilemap
        create_arrows
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        @viewport1.update
        update_tileset
        update_tilemap
      end
      #--------------------------------------------------------------------------
      # * Terminate Processing
      #--------------------------------------------------------------------------
      def terminate
        super
        @view_x = @view_y = nil
        dispose_tilemap
        dispose_arrows
        @viewport1.dispose
      end
      #--------------------------------------------------------------------------
      # * Create Tilemap
      #--------------------------------------------------------------------------
      def create_tilemap
        @tilemap = Tilemap.new(@viewport1)
        @tilemap.map_data = $game_map.data
        load_tileset
      end
      #--------------------------------------------------------------------------
      # * Create Arrows
      #--------------------------------------------------------------------------
      def create_arrows
        return unless USE_ARROWS
        @arrow_sprite = Sprite.new
        @arrow_sprite.z = @viewport1.z + 1
        @arrow_sprite.bitmap = Cache.system(ARROW_IMAGE)
      end
      #--------------------------------------------------------------------------
      # * Load Tileset
      #--------------------------------------------------------------------------
      def load_tileset
        @tileset = $game_map.tileset
        @tileset.tileset_names.each_with_index do |name, i|
          @tilemap.bitmaps[i] = Cache.tileset(name)
        end
        @tilemap.flags = @tileset.flags
      end
      #--------------------------------------------------------------------------
      # * Free Tilemap
      #--------------------------------------------------------------------------
      def dispose_tilemap
        @tilemap.dispose
      end
      #--------------------------------------------------------------------------
      # * Free Arrows
      #--------------------------------------------------------------------------
      def dispose_arrows
        return unless USE_ARROWS
        @arrow_sprite.bitmap.dispose if @arrow_sprite.bitmap
        @arrow_sprite.dispose
      end
      #--------------------------------------------------------------------------
      # * Update Tileset
      #--------------------------------------------------------------------------
      def update_tileset
        if @tileset != $game_map.tileset
          load_tileset
        end
      end
      #--------------------------------------------------------------------------
      # * Update Tilemap
      #--------------------------------------------------------------------------
      def update_tilemap
        @tilemap.map_data = $game_map.data
        @view_x -= SPEED if Input.press?(:LEFT) && !Input.press?(:RIGHT)
        @view_x += SPEED if Input.press?(:RIGHT) && !Input.press?(:LEFT)
        @view_y -= SPEED if Input.press?(:UP) && !Input.press?(:DOWN)
        @view_y += SPEED if Input.press?(:DOWN) && !Input.press?(:UP)
        @tilemap.ox = @view_x
        @tilemap.oy = @view_y
        @tilemap.update
      end
    end

    I also have an arrow image so you can quickly test it out using the script call. Put the picture in your system folder. (You probably wont see the image at first on here cause the arrows are white. Just right click and save).
    Arrow Image
    View attachment 171778
    Cool! I wasn't expecting another to be made. I'll try this one out too.
  13. @Ninjakillzu Awesome, let us know which one you choose afterwards as I'm curious of the performance comparison on very large maps. But I tested this with the 'field1' built in map in Ace and it ran like a dream.
  14. Xane said:
    @Ninjakillzu Awesome, let us know which one you choose afterwards as I'm curious of the performance comparison on very large maps. But I tested this with the 'field1' built in map in Ace and it ran like a dream.
    I have a beefy PC, so I'm not too concerned about performance, but I do know that others with less powerful PCs would appreciate it.
  15. @zeroscares I'm not sure if I configured this correctly, but my map image isn't showing up. I can move it, but it's invisible.

    map script.png

    I put all the images needed (test versions) under the Graphics/System folder.

    Here's my script configuration.
    **Note from Script's Author (inserted by mod): The version of the script shown here is broken. Do not use it!**
    Don't Use This Version!
    Ruby:
    #==============================================================================
    # ★ Simple Map System V1.1 by ZeroScares ★
    #------------------------------------------------------------------------------
    # 【 About 】
    # >> Custom scene to show a picture tied to the current map.
    # >> Lets you show player indicator on the picture*
    # >> *Only useful if your picture is 1:1 with your map dimensions.
    #------------------------------------------------------------------------------
    # 【 Terms of Usage 】
    # >> Free to use and edit for any VX Ace game! No credit needed.
    #------------------------------------------------------------------------------
    # 【 Issues 】
    # >> Player sprite off toggle is not optimized.
    # >> Start scene: Map Picture X and Y aren't set to where the player is
    # >> May cause lag on large maps ¯\_(ツ)_/¯
    #------------------------------------------------------------------------------
    # 【 Advanced 】
    # >> Change text drawing method: def refresh
    # >> SubImage directory line: def create_background
    # >> Input conditional line: def update
    #==============================================================================
    # * Module. Edit Below!
    #==============================================================================
    module ZEROMAPMENU
    #----------------------------------------------------------------------
    # !! ALL PICTURE FILES GO IN => Graphics/System !!
    #----------------------------------------------------------------------
    OFFPLAYERPIC = false # true => shows no player graphic
    # false => shows no "PLAYERPIC" on map image.
    #----------------------------------------------------------------------
    OFFSWITCH = 1 # turn this switch on to disable the command!
    COMMANDNAME = "Map" # Name of the menu command.
    SHOW_COMMAND = true # true => add Map command to menu.
    SCENE_EXIT_BUTTON = :M #What button to exit this menu?
    #----------------------------------------------------------------------
    INCREMENT = 32 # how many px can you move Left/Right/Up/Down ?
    # # recommended numbers: 16, 32
    #----------------------------------------------------------------------
    EXTRAPIC = "MapMenu_Info" # Name of picture
    EXTRAPIC_XY = [0, 0] # x and y placements
    EXTRAPIC_OPACITY = 255 # 0 to 255 only
    PLAYERPIC = "MapMenu_Player" # Name of picture. Best size: 32 x 32 px
    PLAYERPIC_OFF = true # true: player picture doesn't show up.
    SHOW_ARROWS = true
    #----------------------------------------------------------------------
    ARROW_PICS = ["arrow_up", "arrow_down", "arrow_right", "arrow_left"]
    # In order: UP DOWN RIGHT LEFT
    #----------------------------------------------------------------------
    ARROW_SIZE = 32 # must be the same height and width
    ARROW_OPACITY = 155 # arrow opacity
    ARROW_OFFSET_SCREEN = 10 # distance from screen borders
    #----------------------------------------------------------------------
    # !! set map picture names below !!
    #----------------------------------------------------------------------
    MAPPICTURES = [
    "map009",
    ]
    end
    #==============================================================================
    # * No more editing!
    #==============================================================================
    # * Scene_Menu
    #==============================================================================
    class Scene_Menu < Scene_MenuBase
    #--------------------------------------------------------------------------
    # * Create Command Window
    #--------------------------------------------------------------------------
    alias wmc_zero_create_command_window create_command_window
    def create_command_window
    wmc_zero_create_command_window
    @command_window.set_handler(:viewmap, method(:command_viewmap))
    end
    #--------------------------------------------------------------------------
    # * [View Map] Command
    #--------------------------------------------------------------------------
    def command_viewmap
    SceneManager.call(Scene_MapView)
    end
    end
    #==============================================================================
    # * Window_MenuCommand
    #==============================================================================
    class Window_MenuCommand < Window_Command
    #--------------------------------------------------------------------------
    # * For Adding Original Commands
    #--------------------------------------------------------------------------
    alias wmc_zero_add_original_commands add_original_commands
    def add_original_commands
    wmc_zero_add_original_commands
    if ZEROMAPMENU::SHOW_COMMAND == true
    add_command(ZEROMAPMENU::COMMANDNAME, :viewmap, enable_viewmap)
    end
    end
    #--------------------------------------------------------------------------
    # * enable the map command? NEW
    #--------------------------------------------------------------------------
    def enable_viewmap
    return true if $game_switches[ZEROMAPMENU::OFFSWITCH] == false
    end
    end
    #==============================================================================
    # ** Scene_End
    #------------------------------------------------------------------------------
    # This class performs game over screen processing.
    #==============================================================================
    class Scene_MapView < Scene_MenuBase
    #--------------------------------------------------------------------------
    # start
    #--------------------------------------------------------------------------
    def start
    super
    @truemapvalue = $game_map.map_id - 1
    create_map_picture
    end
    #--------------------------------------------------------------------------
    # create_map_picture
    #--------------------------------------------------------------------------
    def create_map_picture
    @imagemap = Sprite.new
    @imagemap.opacity = 255
    @imagemap.bitmap = Cache.system(ZEROMAPMENU::MAPPICTURES[($game_map.map_id - 1)].to_s)
    @playerpic = Sprite.new
    @playerpic.opacity = 255
    @playerpic.x = ($game_player.real_x * 32)
    @playerpic.y = ($game_player.real_y * 32)
    if ZEROMAPMENU::OFFPLAYERPIC == false
    @playerpic.bitmap = Cache.system(ZEROMAPMENU::PLAYERPIC)
    end
    @imageinfo = Sprite.new
    @imageinfo.bitmap = Cache.system(ZEROMAPMENU::EXTRAPIC)
    @imageinfo.x = ZEROMAPMENU::EXTRAPIC_XY[0]
    @imageinfo.y = ZEROMAPMENU::EXTRAPIC_XY[1]
    @imageinfo.opacity = ZEROMAPMENU::EXTRAPIC_OPACITY
    @arrows = []
    4.times {|i|
    @arrows.push(Sprite.new)
    @arrows[i].opacity = 0
    @arrows[i].bitmap = Cache.system(ZEROMAPMENU::ARROW_PICS[i])
    }
    @arrows[0].x = @arrows[1].x = (Graphics.width - ZEROMAPMENU::ARROW_SIZE) / 2
    @arrows[0].y = ZEROMAPMENU::ARROW_OFFSET_SCREEN
    @arrows[1].y = Graphics.height - ZEROMAPMENU::ARROW_SIZE - ZEROMAPMENU::ARROW_OFFSET_SCREEN
    
    @arrows[2].y = @arrows[3].y = (Graphics.height - ZEROMAPMENU::ARROW_SIZE) / 2
    @arrows[2].x = Graphics.width - ZEROMAPMENU::ARROW_SIZE - ZEROMAPMENU::ARROW_OFFSET_SCREEN
    @arrows[3].x = ZEROMAPMENU::ARROW_OFFSET_SCREEN
    @arrows[0].opacity = ZEROMAPMENU::ARROW_OPACITY if @imagemap.height + @imagemap.oy != @imagemap.bitmap.height
    @arrows[1].opacity = ZEROMAPMENU::ARROW_OPACITY if @imagemap.height - @imagemap.oy != Graphics.height
    @arrows[2].opacity = ZEROMAPMENU::ARROW_OPACITY if @imagemap.width - @imagemap.ox != Graphics.width
    @arrows[3].opacity = ZEROMAPMENU::ARROW_OPACITY if @imagemap.width + @imagemap.ox != @imagemap.bitmap.width
    end
    #--------------------------------------------------------------------------
    # create_background
    #--------------------------------------------------------------------------
    def create_background
    super
    @background_sprite.tone.set(0, 0, 0, 0)
    end
    #--------------------------------------------------------------------------
    # terminate
    #--------------------------------------------------------------------------
    def terminate
    super
    dispose_background
    dispose_mappictures
    end
    #--------------------------------------------------------------------------
    # dispose_mappictures
    #--------------------------------------------------------------------------
    def dispose_mappictures
    @imagemap.dispose
    @imageinfo.dispose
    @playerpic.dispose
    @imagemap.bitmap.dispose
    @imageinfo.bitmap.dispose
    @playerpic.bitmap.dispose if !@playerpic.bitmap.nil?
    4.times {|i|
    @arrows[i].dispose ; @arrows[i] = nil
    }
    end
    #--------------------------------------------------------------------------
    # update_coords_vertic
    #--------------------------------------------------------------------------
    def update_coords_vertic
    if @imagemap.height + @imagemap.oy != @imagemap.bitmap.height
    @imagemap.oy = @playerpic.oy -= ZEROMAPMENU::INCREMENT if Input.trigger?(:UP) || Input.repeat?(:UP)
    @arrows[0].opacity = ZEROMAPMENU::ARROW_OPACITY
    else
    @arrows[0].opacity = 0
    end
    if @imagemap.height - @imagemap.oy != Graphics.height
    @imagemap.oy = @playerpic.oy += ZEROMAPMENU::INCREMENT if Input.trigger?(:DOWN) || Input.repeat?(:DOWN)
    @arrows[1].opacity = ZEROMAPMENU::ARROW_OPACITY
    else
    @arrows[1].opacity = 0
    end
    end
    #--------------------------------------------------------------------------
    # update_coords_horiz
    #--------------------------------------------------------------------------
    def update_coords_horiz
    if @imagemap.width - @imagemap.ox != Graphics.width
    @imagemap.ox = @playerpic.ox += ZEROMAPMENU::INCREMENT if Input.trigger?(:RIGHT) || Input.repeat?(:RIGHT)
    @arrows[2].opacity = ZEROMAPMENU::ARROW_OPACITY
    else
    @arrows[2].opacity = 0
    end
    if @imagemap.width + @imagemap.ox != @imagemap.bitmap.width
    @imagemap.ox = @playerpic.ox -= ZEROMAPMENU::INCREMENT if Input.trigger?(:LEFT) || Input.repeat?(:LEFT)
    @arrows[3].opacity = ZEROMAPMENU::ARROW_OPACITY
    else
    @arrows[3].opacity = 0
    end
    end
    #--------------------------------------------------------------------------
    # update_basic #p @imagemap.width + @imagemap.ox if Input.trigger?(:CTRL)
    #--------------------------------------------------------------------------
    def update_basic
    super
    update_coords_horiz if @imagemap.bitmap.width != Graphics.width
    update_coords_vertic if @imagemap.bitmap.height != Graphics.height
    return_scene if Input.trigger?(ZEROMAPMENU::SCENE_EXIT_BUTTON)
    end
    end

    @Xane That's a really cool concept, but none of my events show up nor do any screen effects. No lag though!
  16. Ninjakillzu said:
    Here's my script configuration.
    Oh, right now you seem to want to use it for map ID 9
    But it's taking that image and applying it to map ID 1, because there's only one image specified. You can just leave image slots blank like this " ", if you're sure you won't use the script on a particular map ID.

    If that isn't good for your project I could make it connect images to maps automatically, but it'd probably mean map images would need to be named with the same style. Let me know what you think.
    EX map_1, map_2, map_3....

    (( To be honest Xane's script seems like a better solution for you hahahaha, if you're not interested in doing any edits to your map image it might be much better for performance ))
  17. zeroscares said:
    Oh, right now you seem to want to use it for map ID 9
    But it's taking that image and applying it to map ID 1, because there's only one image specified. You can just leave image slots blank like this " ", if you're sure you won't use the script on a particular map ID.

    If that isn't good for your project I could make it connect images to maps automatically, but it'd probably mean map images would need to be named with the same style. Let me know what you think.
    EX map_1, map_2, map_3....

    (( To be honest Xane's script seems like a better solution for you hahahaha, if you're not interested in doing any edits to your map image it might be much better for performance ))
    Ok, so I got it to work!

    Hm, so if I have a map for ID 069, does that mean I have to add 68 of the quotes before?

    Honestly, I would rather images be connected automatically to maps than have to put in a ton of blank quotes. I would only use images for large outdoor maps too. I currently have around 180 maps... Thankfully, most are indoor and won't require a map image.

    Also, Are you able to center the map on the player when it's opened? It would be super nice if that were possible! :kaoangry:
  18. Ninjakillzu said:
    Honestly, I would rather images be connected automatically to maps than have to put in a ton of blank quotes. I would only use images for large outdoor maps too. I currently have around 180 maps... Thankfully, most are indoor and won't require a map image.

    Also, Are you able to center the map on the player when it's opened? It would be super nice if that were possible! :kaoangry:

    for the first one, yeah I can make it automatically tie to image names.
    for the second one, do you mean center to where the player is or center to the middle of the map?
  19. zeroscares said:
    for the first one, yeah I can make it automatically tie to image names.
    for the second one, do you mean center to where the player is or center to the middle of the map?
    Center to where the player is. It's confusing if it doesn't start at the player's location.
  20. Ninjakillzu said:
    Center to where the player is. It's confusing if it doesn't start at the player's location.

    Updated pastebin link. I would like you to remove the copy of the code from your previous message please! So that people don't use broken code. My 640x480 map fix is very lazy hahahaha

    Use EMPTY_SWITCH now to make a "empty map" picture show up. It disables scrolling and you can have another custom image appear over it.