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- # Full MapView (Individual Maps)
- # Created by Kurashi
- # Free for use commercial or not. (Credit Required)
- #
- # Place this script below Materials and above Main
- # This script is plug-n-play so long as you name the picture files for your map as such:
- # map_#
- # Where the # is the ID number of the map you want displayed.
- # The file must also be placed in the Pictures folder of your project. Only PNG and Jpeg are supported.
- class Scene_Menu < Scene_MenuBase
- def create_command_window
- @command_window = Window_MenuCommand.new
- @command_window.set_handler(:item, method(:command_item))
- @command_window.set_handler(:skill, method(:command_personal))
- @command_window.set_handler(:equip, method(:command_personal))
- @command_window.set_handler(:status, method(:command_personal))
- @command_window.set_handler(:formation, method(:command_formation))
- @command_window.set_handler(:fullmap, method(:command_map))
- @command_window.set_handler(:save, method(:command_save))
- @command_window.set_handler(:game_end, method(:command_game_end))
- @command_window.set_handler(:cancel, method(:return_scene))
- end
- def command_map
- SceneManager.call(Scene_FullMap)
- end
- end
- module Cache
- def self.fullmap(filename)
- load_bitmap("Graphics/Pictures/", filename)
- end
- end
- class Scene_FullMap < Scene_Base
- def start
- create_map
- end
- def create_map
- map_id = $game_map.map_id
- filename = "map_" + map_id.to_s
- @map = Sprite.new
- @map.bitmap = Cache.fullmap(filename)
- end
- def dispose_all_used_graphics
- @map.bitmap.dispose
- @map.dispose
- end
- def update
- super
- triggers = [:A,:B,:C,:X,:Y,:Z,:L,:R]
- triggers.each {|symbol|
- return_scene if Input.trigger?(symbol)
- }
- end
- def dispose_main_viewport
- end
- end
- class Window_MenuCommand < Window_Command
- alias :add_original_commands_fmk :add_original_commands
- def add_original_commands
- full_map_command
- end
- def full_map_command
- add_command("Map", :fullmap, $fullMapViewable)
- end
- end
- module STUFF
- $fullMapViewable = true
- end
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