Silvers Advanced Minimap (now with Fog of War!)

● ARCHIVED · READ-ONLY
Started by SilverDash 160 posts Page 7 of 8 View original ↗
  1. Hi, I downloaded the minimap plugin version 1.31 and the core plugin today, I think you forgot to define the SE.Params object:
    SE.Params = SE.Params || {};
    I added it on the line 1078 and appears to be working now.
  2. @GethN7 your feature is implemented (compatible with Yanfly's menu).

    New updates
    Updates v1.30, v1.31 & v1.40:
    Code:
    * v1.40 (25 April 2020)
    * - Added a new plugin command: toggle_visibility
    * - Added a new methods for main menu managers:
    *   - SE.Minimap.Window.toggle()
    *   - SE.Minimap.GetMenuToggleText()
    *   - SE.Minimap.mainMenuToggleBind()
    * - Added Saving & loading for:
    *   - PlayerBlip graphic
    *   - Minimap visibility
    *   - Map style
    *   - Vehicle visibilities
    *   - Camera follow target
    * - Bugfix: Non-generated maps now work for deployed projects.
    *
    * v1.31 (11 April 2020)
    * - Fixed a crash when switching maps.
    *
    * v1.30 (05 April 2020) [Updated Parameters]
    * - No longer requires the dependency "SE_Keys.js" but now instead requires "SE_Core.js".
    * - Added coding standards.
    * - Added a new Parameter: Suppress Warnings, defaults to false.
    * - The minimap menu respects the fog of war.
    * - Events, POI's, etc. are now drawn underneath the fog of war instead of above it.
    * - Refactor: To comply with the new coding standards as well as for the new JS ECMA that is now supported in RMMV.
    * - Refactor: Added a SE_Reporter class, which is now being used.
    * - Bugfix: Fixed an if-statement-assignment bug in the first line of resetFoWCompletion().
    * - Bugfix: The fog of war is now cleared around the player when transferring to or within a map.
    * - Note: Changing the opacity of the minimap doesn't change the opacity of the fog of war. This is known and won't be changed because RPG Maker MV has some blitting limitations, it would cost too much maintenance/performance.


    SMO_Valadorn said:
    Hi, I downloaded the minimap plugin version 1.31 and the core plugin today, I think you forgot to define the SE.Params object:
    SE.Params = SE.Params || {};
    I added it on the line 1078 and appears to be working now.
    You probably forgot to add my Core script, activate it and put it above the minimap plugin. You should be getting a huge error in your console stating this. On line 40 my core script defines:
    JavaScript:
    SE.Params = SE.Params || {};
    But please update to version 1.40 :)
  3. Question, would this work with a sort of screen fog of war/black-maps that aren't available to player yet until they step on those tiles, unveiling more of the map over time?
  4. @BrandyMoon
    I don't understand the question. In the OP in the big screenshot, it shows exactly this. Also, this is literally "Fog of War". So yes it will work assuming your FoW-maps aren't too big.
  5. SilverDash said:
    @GethN7 your feature is implemented (compatible with Yanfly's menu).

    New updates
    Updates v1.30, v1.31 & v1.40:



    You probably forgot to add my Core script, activate it and put it above the minimap plugin. You should be getting a huge error in your console stating this. On line 40 my core script defines:
    JavaScript:
    SE.Params = SE.Params || {};
    But please update to version 1.40 :)

    Actually, idk how but I downloaded the Core version 1.00, I'm sure I didn't click on "Older Versions"... sorry about that xD
    That's why that object was missing here, I see you added it on 1.01, it works with the latest version.

    That's an amazing plugin!
  6. SilverDash said:
    @GethN7 your feature is implemented (compatible with Yanfly's menu).

    New updates
    Updates v1.30, v1.31 & v1.40:



    You probably forgot to add my Core script, activate it and put it above the minimap plugin. You should be getting a huge error in your console stating this. On line 40 my core script defines:
    JavaScript:
    SE.Params = SE.Params || {};
    But please update to version 1.40 :)

    VERY MUCH OBLIGED! Thanks for going the extra mile on this issue.
  7. Randomly thanks (and then realized I'd probably better Like the first entry). I'm going for a game with the FPLE plugin like some of the other posters, where an automap contributes extremely to the player's comfort, so I can confirm it works. Great stuff!

    Just two notes: First, I can't seem to turn the player's representation from that questionable chibi figurine to a stylish dot. I've tried the following settings for Player Blip Graphic:
    PlayerBlip
    PlayerBlip.png
    playerblip.png
    "PlayerBlip"
    "PlayerBlip.png"

    ...and none of them have any effect. Pretty weird.

    Further, it seems that when the minimap starts disabled (Visible By Default = false), I can't seem to get it activated as a minimap again. Calling it via the menu option (with YanFly's Menu Manager) still works, it just won't appear in a screen corner.

    If anyone has a solution for the first problem, I'd be quite grateful. I can live without the map showing up in a random corner. Thanks once again!
  8. Anthony Xue said:
    Randomly thanks (and then realized I'd probably better Like the first entry). I'm going for a game with the FPLE plugin like some of the other posters, where an automap contributes extremely to the player's comfort, so I can confirm it works. Great stuff!

    Just two notes: First, I can't seem to turn the player's representation from that questionable chibi figurine to a stylish dot. I've tried the following settings for Player Blip Graphic:
    PlayerBlip
    PlayerBlip.png
    playerblip.png
    "PlayerBlip"
    "PlayerBlip.png"

    ...and none of them have any effect. Pretty weird.

    Further, it seems that when the minimap starts disabled (Visible By Default = false), I can't seem to get it activated as a minimap again. Calling it via the menu option (with YanFly's Menu Manager) still works, it just won't appear in a screen corner.

    If anyone has a solution for the first problem, I'd be quite grateful. I can live without the map showing up in a random corner. Thanks once again!

    Hopefully I can help a little here. I use MV3D instead of FPLE, but the solution should be the same.

    A workaround if you can't figure out how to change the player icon to the default red dot is to change the sprite of the player character, since you won't be able to see them in first-person anyway. I made a custom arrow sprite sheet that works to also show the direction the player is facing and personally think this looks much better than the red dot anyway.
  9. Good point! Actually I'm also with MV3D, was just mixing names up. I'm going to try that. Thanks!
  10. Anthony Xue said:
    Good point! Actually I'm also with MV3D, was just mixing names up. I'm going to try that. Thanks!
    I also suggest using this patch plugin if you're using the most recent version of MV3D, since it fixes a facing issue.
  11. Thanks again. Incidentally, does the "Global Map Zoom" setting of the minimap plugin work for you?
  12. Yes. If it doesn't work for you, make sure you have the map style set to "scroll".
  13. Well, it is set to "Scroll", as it says in the comment, but it doesn't change anything... I still have very small map tiles and a very big arrow pointing through them. I'm fine with the big arrow, but I'd like the map to be displayed a little larger (2x zoom would be fine).
  14. In that case, try setting the global map zoom to 0.5.
  15. hsumi said:
    In that case, try setting the global map zoom to 0.5.

    That was indeed the first thing I tried. Actually, I tried numerous values from 0.1 to 2.0, and nothing changed.
  16. That's strange.

    You mentioned that you couldn't get it to appear in the corner if you had it disabled by default, and could only view it by calling the map. Does map zoom also not work for you when you have it enabled and functioning as a minimap rather than just called via the menu?
    If this is the case, then you need to adjust the "menu zoom" values rather than the "global map zoom" values.
  17. Oh, I have a question of my own actually, now that FoW works on the menu map.
    When calling the map, is it possible to disable shown events as Points of Interest? I have certain events set to be visible on the map that I don't necessarily want to appear as PoI on the menu map, such as shortcuts that only appear after you discover them (by toggling from an event page with no sprite to one that has a "shortcut" sprite as shown below).


    I don't want this to appear in the map menu at all, as this gives it away before the player can find it. If that's not possible, then is it possible to disable the map menu altogether so that calling the map just pulls up the large map without a list of PoI? I tried setting the left window width to "0", but hitting the up and down keys still cycles between PoI on the map even if the menu itself is invisible.
  18. hsumi said:
    If this is the case, then you need to adjust the "menu zoom" values rather than the "global map zoom" values.

    Thanks! That did it.

    hsumi said:
    Oh, I have a question of my own actually, now that FoW works on the menu map.
    When calling the map, is it possible to disable shown events as Points of Interest? I have certain events set to be visible on the map that I don't necessarily want to appear as PoI on the menu map, such as shortcuts that only appear after you discover them (by toggling from an event page with no sprite to one that has a "shortcut" sprite as shown below).

    Hmm. If nothing else works, you could go the "brute force" way and manipulate the image on which the minimap is based. I will certainly do so with my minimaps for just this reason.
  19. I'm sorry, I'm busy with other stuff (gotta get some income) so I don't really have time to look into certain questions or fix/add features for my plugins.

    @hsumi
    Off the top of my head, I don't know if it's possible (aside from some 'brute force hacks') to hide it without scripting an additional option for this but I guess it's not possible.
  20. Then is it possible to disable POI altogether while still having certain events show on the map?
    Really, all I'm wanting is to be able to show the full map when the Map button is pressed, with minimal interactivity.