OSP Code SP Scalable World Map

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Hi, guys

Since Rubik write a world map code for Mount&Blade

but his code was for Native Warband map which width and length is 360x290(X:-180~180, Y: -145~145), if your custom map is not scale of the Native map (such as me), you will be sucked

For example, in my mod, the world map (thanks to NPC99) size is 406x466(X: -203~203, Y: -233~233)

the key code of Rubik's world map code is:
Code:
(assign, ":party_move_length", 2*1000),

it determined the map width and height shown in the presentation

So if you change this, you can scale your map to fit the presentation

but wait, here is another problem, I hope I can scale both X and Y not scale X and Y together

So we need to `split` ":party_move_length" to ":party_move_length_x" and ":party_move_length_y"

So I change the Rubik's code a little to fit this situation

Code:
("world_map", 0, mesh_load_window, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
		
	####### mouse fix pos system #######
        #(create_text_overlay, "$g_presentation_obj_39", "@ ", tf_center_justify|tf_vertical_align_center),
        #
        #(create_mesh_overlay, "$g_presentation_obj_38", "mesh_white_plane"),
        #(position_set_x, pos1, 50),
        #(position_set_y, pos1, 37500),
        #(overlay_set_size, "$g_presentation_obj_38", pos1),
	#
        #(create_mesh_overlay, "$g_presentation_obj_37", "mesh_white_plane"),
        #(position_set_x, pos1, 50000),
        #(position_set_y, pos1, 50),
        #(overlay_set_size, "$g_presentation_obj_37", pos1),
        ####### mouse fix pos system #######
        
       ## initialization part begin
        # presentation obj: begin from top left corner
        (assign, ":init_pos_x", 20), # init x
        (assign, ":init_pos_y", 720), # init y
        
	# any map will be re-scaled to this map view
        (assign, ":min_map_x", -206*1000),
        (assign, ":max_map_x", 206*1000),
        (assign, ":min_map_y", -233*1000),
        (assign, ":max_map_y", 233*1000),
		
        # also begin from top left corner
        (assign, ":init_map_x", ":min_map_x"), # init map_x
        (assign, ":init_map_y", ":max_map_y"), # init map_y
        
        # move length of p_temp_party, total_cols and total_rows
        (assign, ":party_move_length_x", 2300),
        (assign, ":party_move_length_y", 3200),
        (store_sub, ":total_cols", ":max_map_x", ":min_map_x"),
        (store_sub, ":total_rows", ":max_map_y", ":min_map_y"),
		
        (val_div, ":total_cols", ":party_move_length_x"),
        (val_div, ":total_rows", ":party_move_length_y"),
        
        # color_block_length
        (assign, ":color_block_length", 4),
        (store_mul, ":color_block_size", ":color_block_length", 50),
        (position_set_x, pos2, ":color_block_size"),
        (position_set_y, pos2, ":color_block_size"),
		
      ## initialization part end
        
        (assign, ":pos_x", ":init_pos_x"), # assign to cur pos_x
        (assign, ":pos_y", ":init_pos_y"), # assign to cur pos_y
        (assign, ":map_x", ":init_map_x"), # assign to cur map_x
        (assign, ":map_y", ":init_map_y"), # assign to cur map_y 
        ## draw whole map
        (try_for_range, ":unused_rows", 0, ":total_rows"),
          (try_for_range, ":unused_cols", 0, ":total_cols"),
            (assign, ":dest_color", 0xFFFFFF), # default
            (position_set_x, pos3, ":map_x"),
            (position_set_y, pos3, ":map_y"),
            (party_set_position, "p_temp_party", pos3),
            (party_get_current_terrain, ":current_terrain", "p_temp_party"),
            (try_begin),
              (eq, ":current_terrain", rt_water),
              (assign, ":dest_color", 0xFFFFFF), # default
            (else_try),
              (call_script, "script_get_closest_center", "p_temp_party"),
              (assign, ":nearest_center", reg0),
              (try_begin),
                (gt, ":nearest_center", -1),
                (store_faction_of_party, ":center_faction", ":nearest_center"),
                (is_between, ":center_faction", kingdoms_begin, kingdoms_end),
                (faction_get_color, ":dest_color", ":center_faction"),
              (try_end),
            (try_end),
            (create_mesh_overlay, reg0, "mesh_white_plane"),
            (overlay_set_color, reg0, ":dest_color"),
            (position_set_x, pos1, ":pos_x"),
            (position_set_y, pos1, ":pos_y"),
            (overlay_set_position, reg0, pos1),
            (overlay_set_size, reg0, pos2), # color block size
            
            ## draw borderlines begin [optional]
            # borderlines length and whidth
            (store_add, ":line_length", ":color_block_size", 1*50),
            (assign, ":line_whidth", 1*50),
            # find bound_center
            (try_begin),
              (this_or_next|party_slot_eq, ":nearest_center", slot_party_type, spt_town),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_castle),
              (assign, ":bound_center", ":nearest_center"), # itself
            (else_try),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_village),
              (party_get_slot, ":bound_center", ":nearest_center", slot_village_bound_center),
            (try_end),
            # compare with the left side color block
            (try_begin),
              (store_sub, ":map_x_2", ":map_x", ":party_move_length_x"),
              (assign, ":map_y_2", ":map_y"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"), # itself
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_whidth"),
                (position_set_y, pos1, ":line_length"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            # compare with the under color block
            (try_begin),
              (assign, ":map_x_2", ":map_x"),
              (store_sub, ":map_y_2", ":map_y", ":party_move_length_y"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"),
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_length"),
                (position_set_y, pos1, ":line_whidth"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            ## draw borderlines end [optional]
			
            # offset
            (val_add, ":pos_x", ":color_block_length"),
            (val_add, ":map_x", ":party_move_length_x"), 
          (try_end),
		  
          # offset
          (assign, ":pos_x", ":init_pos_x"),
          (val_sub, ":pos_y", ":color_block_length"),
          (assign, ":map_x", ":init_map_x"),
          (val_sub, ":map_y", ":party_move_length_y"),
        (try_end),
		
        ## blocks of centers 
        (assign, ":slot_no", 0),
        (try_for_range, ":center_no", centers_begin, centers_end),
          (party_is_active, ":center_no"),
          (party_get_position, pos4, ":center_no"),
          (position_get_x, ":center_x", pos4),
          (position_get_y, ":center_y", pos4),
          (val_sub, ":center_x", ":init_map_x"),
          (val_sub, ":center_y", ":init_map_y"),
          (val_mul, ":center_x", ":color_block_length"),
          (val_mul, ":center_y", ":color_block_length"),
          (val_div, ":center_x", ":party_move_length_x"),
          (val_div, ":center_y", ":party_move_length_y"),
          (val_add, ":center_x", ":init_pos_x"),
          (val_add, ":center_y", ":init_pos_y"),
		  
          # offset and size
          (try_begin),
            (party_slot_eq, ":center_no", slot_party_type, spt_town),
            (assign, ":block_size", 8),
            (assign, ":center_type", spt_town),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_castle),
            (assign, ":block_size", 4),
            (assign, ":center_type", spt_castle),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_village),
            (assign, ":block_size", 2),
            (assign, ":center_type", spt_village),
          (try_end),
          (store_div, ":half_block_size", ":block_size", 2),
          (val_sub, ":center_x", ":half_block_size"),
          (val_sub, ":center_y", ":half_block_size"),
          (val_mul, ":block_size", 50),
          # block
          (create_mesh_overlay, reg0, "mesh_white_plane"),
          (overlay_set_color, reg0, 0),
          (position_set_x, pos1, ":center_x"),
          (position_set_y, pos1, ":center_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, ":block_size"),
          (position_set_y, pos1, ":block_size"),
          (overlay_set_size, reg0, pos1),
          # name
          (str_store_party_name, s1, ":center_no"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (store_add, ":text_x", ":center_x", 0),
          (store_add, ":text_y", ":center_y", 10),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg1, pos1),
          (overlay_set_display, reg1, 0),
          # slots
          (troop_set_slot, "trp_temp_array_a", ":slot_no", reg0), # overlay id
          (troop_set_slot, "trp_temp_array_b", ":slot_no", ":center_type"), # center type
          (troop_set_slot, "trp_temp_array_c", ":slot_no", reg1), # center name
          (val_add, ":slot_no", 1),
        (try_end),
        (assign, "$temp", ":slot_no"), # record num of slots
        
        ## blocks of kingdoms 
        (create_text_overlay, reg0, "@Factions", tf_vertical_align_center),
        (position_set_x, pos1, 790),
        (position_set_y, pos1, 700),
        (overlay_set_position, reg0, pos1),
        
        (assign, ":pos_x", 750),
        (assign, ":pos_y", 650),
		(assign, ":i_idx",0),
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
		  
		  (try_begin),
			(eq, ":cur_kingdom", "fac_kingdom_1"),
			(create_mesh_overlay, reg0, "mesh_ui_kingdom_shield_1"),
		  (else_try),
			(eq, ":cur_kingdom", "fac_kingdom_2"),
			(create_mesh_overlay, reg0, "mesh_ui_kingdom_shield_6"),
		  (else_try),
			(eq, ":cur_kingdom", "fac_kingdom_3"),
			(create_mesh_overlay, reg0, "mesh_ui_kingdom_shield_3"),
		  (else_try),
			(eq, ":cur_kingdom", "fac_kingdom_4"),
			(create_mesh_overlay, reg0, "mesh_ui_kingdom_shield_2"),
		  (else_try),
			(eq, ":cur_kingdom", "fac_kingdom_5"),
			(create_mesh_overlay, reg0, "mesh_ui_kingdom_shield_4"),
		  (try_end),
          (faction_get_color, ":dest_color", ":cur_kingdom"),
          (overlay_set_color, reg0, ":dest_color"),
          (position_set_x, pos1, ":pos_x"),
          (position_set_y, pos1, ":pos_y"),
          (overlay_set_position, reg0, pos1),
          # size: 35*25
          (position_set_x, pos1, 35*50),
          (position_set_y, pos1, 25*50),
          (overlay_set_size, reg0, pos1),
          # kingdom name
          (store_add, ":text_x", ":pos_x", 40),
          (store_add, ":text_y", ":pos_y", 12),
          (str_store_faction_name, s1, ":cur_kingdom"),
          (create_text_overlay, reg0, s1, tf_vertical_align_center),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 900),
          (overlay_set_size, reg0, pos1),
          (val_sub, ":pos_y", 40),
		  (val_add, ":i_idx",1),
        (try_end),
        
        ## show centers or not
        # towns
        (create_check_box_overlay, "$g_presentation_obj_1", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_val, "$g_presentation_obj_1", 1),
        (create_text_overlay, reg0, "@Show towns", tf_vertical_align_center),
        (position_set_x, pos1, 80),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # castles
        (create_check_box_overlay, "$g_presentation_obj_2", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 250),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (overlay_set_val, "$g_presentation_obj_2", 1),
        (create_text_overlay, reg0, "@Show castles", tf_vertical_align_center),
        (position_set_x, pos1, 280),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # villages
        (create_check_box_overlay, "$g_presentation_obj_3", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (overlay_set_val, "$g_presentation_obj_3", 1),
        (create_text_overlay, reg0, "@Show villages", tf_vertical_align_center),
        (position_set_x, pos1, 480),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        
        (create_text_overlay, reg0, "@Tip: move the mouse onto the black blocks to show their names.", tf_vertical_align_center),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 95),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg0, pos1),
        
		(create_text_overlay, reg0, "@The World Map", tf_double_space|tf_center_justify),
		(position_set_x, pos1, 380),
		(position_set_y, pos1, 30),
		(overlay_set_position, reg0, pos1),
		(position_set_x, pos1, 2000),
		(position_set_y, pos1, 2000),
		(overlay_set_size, reg0, pos1),
        
        # Done
        (create_game_button_overlay, "$g_presentation_obj_5", "@Done"),
        (position_set_x, pos1, 900),
        (position_set_y, pos1, 25),
        (overlay_set_position, "$g_presentation_obj_5", pos1),
      ]),
	  (ti_on_presentation_run,
       [
        (store_trigger_param_1, ":cur_time"),
        (set_fixed_point_multiplier, 1000),
		
		####### mouse fix pos system #######
        #(mouse_get_position, pos1),
        #(position_get_x, reg50, pos1),
        #(position_get_y, reg51, pos1),
        #
        #(position_set_x, pos1, reg50),
        #(position_set_y, pos1, 0),
        #(overlay_set_position, "$g_presentation_obj_38", pos1),
		#
        #(position_set_x, pos1, 0),
        #(position_set_y, pos1, reg51),
        #(overlay_set_position, "$g_presentation_obj_37", pos1),
		#
        #(try_begin),
        #  (le, reg50, 500),
        #  (assign, ":x_offset", 70),
        #(else_try),
        #  (assign, ":x_offset", -70),
        #(try_end),
        #(try_begin),
        #  (le, reg51, 375),
        #  (assign, ":y_offset", 20),
        #(else_try),
        #  (assign, ":y_offset", -20),
        #(try_end),
        #(store_add, ":pos_x", reg50, ":x_offset"),
        #(store_add, ":pos_y", reg51, ":y_offset"),
        #(position_set_x, pos1, ":pos_x"),
        #(position_set_y, pos1, ":pos_y"),
        #(overlay_set_position, "$g_presentation_obj_39", pos1),
        #(overlay_set_text, "$g_presentation_obj_39", "@({reg50},{reg51})"),
        ####### mouse fix pos system #######
	  ]),
    (ti_on_presentation_mouse_enter_leave,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":enter_leave"),
        
        # show center name when mouse on it
        (try_for_range, ":slot_no", 0, "$temp"),
          (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
          (store_sub, ":display_overlay", 1, ":enter_leave"),
          (troop_get_slot, ":cur_overlay", "trp_temp_array_c", ":slot_no"),
          (overlay_set_display, ":cur_overlay", ":display_overlay"),
        (try_end),
      ]),
  
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        
        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"), # show towns
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_town),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_2"), # show castles
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_castle),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_3"), # show villages
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_village),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_5"),
          (presentation_set_duration, 0),
        (try_end),
      ]),
	]),

The key code I changed is
Code:
(assign, ":party_move_length_x", 2300),
(assign, ":party_move_length_y", 3200),
and all the reference of 
Code:
party_move_length


Feel free to use this code, just give a credit

Usage:

When you use code for your mod, you need to modify the party_move_length_x and party_move_length_y to fit your map

a normal solution is that use your map's width divide the Native map width and use your map's height divide the Native map height

party_move_length_x = 2000 * (your map's width / native map's width which is 360)
party_move_length_y = 2000 * (your map's height / native map's height which is 290)

so for my mod, it should be:

party_move_length_x = 2000 * (406 / 306) ≈ 2300
party_move_length_y = 2000 * (466 / 290) ≈ 3200


You can maually adjust the party_move_length_x and party_move_length_y if you would like to make your map not fit the presentation

Final Result:
mb4.jpg
 
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