Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmThe script auto-detects my 'transfer events' and creates a purple square in the minimap. But sometimes, it instead creates a purple arrow and I don't know how to make sure it always creates a square. If I have more than one transfer event one after another, it sometimes shows the majority as purple squares, and one as a purple arrow.
This is a bug. Locate the following in the script and make sure it looks like this:
def check_events
events, names = [$game_player], [nil]
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmCan you choose to not auto-detect so I can specify when/where to show in the minimap?
I don't know what you mean by this question. If you don't want an event to show up on the minimap, you just put \nomap in its name.
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmAnd can you make that this purple squares are borderless?
This is how the square is being made:
if @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, Color.new(0, 0, 0, 128))
sprite.bitmap.fill_rect(1, 1, 6, 6, color)
The border is made by the first fill_rect call, the second creates the colored square. Thus the obvious solution is to do this:
if @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, color)
Just know that this will affect all events that are to be drawn as a box, not just teleport spots. Maybe you can do this instead:
if @events[i].teleport
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, color)
elsif @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, Color.new(0, 0, 0, 128))
sprite.bitmap.fill_rect(1, 1, 6, 6, color)
else
sprite.bitmap = Bitmap.new(56, 14)
sprite.bitmap.blt(0, 0, $tons_cache.get_image(arrow), rect, 128)
end
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmAlso, maybe it's completely my fault, but I don't know how to create different kind of minimap events like, show enemies like this, npcs like that, treasures in a different way, etc...
# Any event with and comment with "\spc" in their code will be also
# displayed differently.
With the default configuration, it shows the event as a yellow arrow.
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmIt would be great if it were possible to use images for this little events, as I already have some nice ones.
That's more suited for a script request. This script creates its own graphics for the minimap entirely in RGSS.
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmIt's probably not important, but I don't know what Game_Member is. I think it breaks my game, so I'm just removing it.
It's part of the caterpillar script, which is in Part 1 of Tons. IDK how you're saying it's breaking your game unless you don't have Part 1 in your game. Tons requires all 3 parts to ensure nothing breaks. Granted, if you know what you're doing, then removing the offending line isn't a big deal.
Quote from: SolarisSpell on May 31, 2021, 02:12:36 pmAnd finally, player arrow is somehow erratic. Sometimes it works, sometimes it isn't shown. But when it does work, if you change to the large version of the minimap (pressing F5 again), the green arrow just doesn't move, even if you do.
Don't know how to reproduce the arrow not being shown.
As for the map being moved to the middle of the screen, I don't know if not updating the events in real-time is a bug or intended. When you hold down the Z button and move with the arrow keys on larger maps, it is supposed to scroll the minimap.