Show Map Name 1.0
Description
A simple script to show the map's name in a small window when the player enter to the map.
Screenshots
i forgot them :whoa:
Requirements
Standard Development Kit (SDK), tested with the version 1.4.
How use?
Paste the code in a new section above Main (in the script editor).
You can change some settings in the module called "Show_Map_Name".
To show it in certain map, only add in the Call Script command (before your Teleport command) this:$game_temp.show_mapname = true
F.A.Q.
Script
#==============================================================================
# ** Show Map Name
#------------------------------------------------------------------------------
# Slipknot
# 1.0
# 03.31.06
#==============================================================================
SDK.log('Show_Map_Name', 'Slipknot', '1.0', '03.31.06')
#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enable('Show_Map_Name')
#--------------------------------------------------------------------------
$data_mapinfos = load_data('Data/MapInfos.rxdata')
module Show_Map_Name
#--------------------------------------------------------------------------
Show_Frames = 30
Back_Opacity = 160
Y = 32
#--------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# Begin Game_Map Edit
#------------------------------------------------------------------------------
class Game_Map
#--------------------------------------------------------------------------
alias slipknot_showmapname_gamemap_setupmapid setup_map_id
alias slipknot_showmapname_gamemap_update update
#--------------------------------------------------------------------------
def setup_map_id(map_id)
slipknot_showmapname_gamemap_setupmapid(map_id)
if $game_temp.show_mapname
@window_mapname = Window_MapName.new(map_id)
$game_temp.show_mapname = false
end
end
#--------------------------------------------------------------------------
def dispose_window_mapname
unless @window_mapname.nil? or @window_mapname.disposed?
@window_mapname.dispose
end
end
#--------------------------------------------------------------------------
def update
slipknot_showmapname_gamemap_update
unless @window_mapname.nil? or @window_mapname.disposed?
@window_mapname.update
end
end
end
#------------------------------------------------------------------------------
# End Game_Map Edit
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# Begin Scene_Map Edit
#------------------------------------------------------------------------------
class Scene_Map
#--------------------------------------------------------------------------
alias slipknot_showmapname_scenemap_maindispose main_dispose
#--------------------------------------------------------------------------
def main_dispose
slipknot_showmapname_scenemap_maindispose
$game_map.dispose_window_mapname
end
end
#------------------------------------------------------------------------------
# End Scene_Map Edit
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# Begin Game_Temp Edit
#------------------------------------------------------------------------------
class Game_Temp
#--------------------------------------------------------------------------
attr_accessor(:show_mapname)
#--------------------------------------------------------------------------
alias slipknot_showmapname_gametemp_init initialize
#--------------------------------------------------------------------------
def initialize
slipknot_showmapname_gametemp_init
@show_mapname = false
end
end
#------------------------------------------------------------------------------
# End Game_Temp Edit
#------------------------------------------------------------------------------
class Window_MapName < Window_Base
#--------------------------------------------------------------------------
include(Show_Map_Name)
#--------------------------------------------------------------------------
def initialize(map_id)
name = $data_mapinfos[map_id].name
dumb = Bitmap.new(128, 32)
width = dumb.text_size(name).width + 32
dumb.dispose
super(320 - width / 2, Y, width, 64)
self.contents = Bitmap.new(width - 32, 32)
self.contents.draw_text(0, 0, width - 32, 32, name, 1)
self.opacity = 0
self.back_opacity = Back_Opacity
@phase = 1
@otime = 4
@time = Show_Frames
end
#--------------------------------------------------------------------------
def opacity=(val)
super(val)
self.contents_opacity = val
end
#--------------------------------------------------------------------------
def update
if @otime > 0
@otime -= 1
return
end
if @phase == 1 and opacity < 255
self.opacity += 32
return
elsif @phase == 1 and opacity == 255
@phase = 2
return
end
if @time > 0
@time -= 1
else
if self.opacity == 0
self.dispose
return
end
self.opacity -= 48
end
end
end
#--------------------------------------------------------------------------
# End SDK Enabled Test
#--------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
That's nice and all but the SDK is a piece of crap that ruins half of the best scripts. There are more non-SDK good scripts than SDK good scripts.
It's be nice if you can make a non-SDK version (like your message system that has SDK and non-SDK versions)
... (noobs) You take out the SDK parts yourself... making this...
#==============================================================================
# ** Show Map Name
#------------------------------------------------------------------------------
# Slipknot
# 1.0
# 03.31.06
#==============================================================================
#--------------------------------------------------------------------------
$data_mapinfos = load_data('Data/MapInfos.rxdata')
module Show_Map_Name
#--------------------------------------------------------------------------
Show_Frames = 30
Back_Opacity = 160
Y = 32
#--------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# Begin Game_Map Edit
#------------------------------------------------------------------------------
class Game_Map
#--------------------------------------------------------------------------
alias slipknot_showmapname_gamemap_setupmapid setup_map_id
alias slipknot_showmapname_gamemap_update update
#--------------------------------------------------------------------------
def setup_map_id(map_id)
slipknot_showmapname_gamemap_setupmapid(map_id)
if $game_temp.show_mapname
@window_mapname = Window_MapName.new(map_id)
$game_temp.show_mapname = false
end
end
#--------------------------------------------------------------------------
def dispose_window_mapname
unless @window_mapname.nil? or @window_mapname.disposed?
@window_mapname.dispose
end
end
#--------------------------------------------------------------------------
def update
slipknot_showmapname_gamemap_update
unless @window_mapname.nil? or @window_mapname.disposed?
@window_mapname.update
end
end
end
#------------------------------------------------------------------------------
# End Game_Map Edit
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# Begin Scene_Map Edit
#------------------------------------------------------------------------------
class Scene_Map
#--------------------------------------------------------------------------
alias slipknot_showmapname_scenemap_maindispose main_dispose
#--------------------------------------------------------------------------
def main_dispose
slipknot_showmapname_scenemap_maindispose
$game_map.dispose_window_mapname
end
end
#------------------------------------------------------------------------------
# End Scene_Map Edit
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# Begin Game_Temp Edit
#------------------------------------------------------------------------------
class Game_Temp
#--------------------------------------------------------------------------
attr_accessor(:show_mapname)
#--------------------------------------------------------------------------
alias slipknot_showmapname_gametemp_init initialize
#--------------------------------------------------------------------------
def initialize
slipknot_showmapname_gametemp_init
@show_mapname = false
end
end
#------------------------------------------------------------------------------
# End Game_Temp Edit
#------------------------------------------------------------------------------
class Window_MapName < Window_Base
#--------------------------------------------------------------------------
include(Show_Map_Name)
#--------------------------------------------------------------------------
def initialize(map_id)
name = $data_mapinfos[map_id].name
dumb = Bitmap.new(128, 32)
width = dumb.text_size(name).width + 32
dumb.dispose
super(320 - width / 2, Y, width, 64)
self.contents = Bitmap.new(width - 32, 32)
self.contents.draw_text(0, 0, width - 32, 32, name, 1)
self.opacity = 0
self.back_opacity = Back_Opacity
@phase = 1
@otime = 4
@time = Show_Frames
end
#--------------------------------------------------------------------------
def opacity=(val)
super(val)
self.contents_opacity = val
end
#--------------------------------------------------------------------------
def update
if @otime > 0
@otime -= 1
return
end
if @phase == 1 and opacity < 255
self.opacity += 32
return
elsif @phase == 1 and opacity == 255
@phase = 2
return
end
if @time > 0
@time -= 1
else
if self.opacity == 0
self.dispose
return
end
self.opacity -= 48
end
end
end
#--------------------------------------------------------------------------
FTW.
Lol, I have something similar implemented in my CMS and my save/load screen. Te CMS shows, where you
I still pwnd deathtrooper.
The fact that I don't touch SDK scripts and didn't know it was possible to simply edit a few lines to suddenly not be SDK scripts because I never touch them doesn't mean you pwned me. Within my first 3 days of using RPG Maker XP (I hadn't used any others either =/) I had done a succesful edit to the default systems to allow 5 party members to fit.
I nearly learned scripting Ruby in 3 days, while implementing and editing other
Hmmm....Neko, I put in that code you put (non-sdk) and when I try to test my game it comes up with this error:
???? 'Show_Mapname' ? 29 ??? NameError ???????
undefined method 'setup_map_id' for class 'Game_Map'
P.S. I'm an rgss noob
Me too =] Thats just what I do to all scripts that I use lol. I dont know nor do I wish to learn RGSS at any time.
Can anyone give me a hint of why the script won't work for me? (see above error--also, I used the modified script that neko posted since it is non-sdk) Also, since I'm total noob, what do I have to use for the call script?
Quote from: Season In The AbyssPaste the code in a new section above Main (in the script editor). You can change some settings in the module called "Show_Map_Name". To show it in certain map, only add in the Call Script command (before your Teleport command) this:$game_temp.show_mapname = true
Also Neko's version might only work for Postality Knights if it even works at all.
Hmmm....ya that is what I tried the first time Deathtrooper, but for some reason it didn't work. Thanks anyway though. :)
As the Requiremets says in the 1 post, this script needs SDK, without can't be used.
Quote from: DeathTrooper on April 03, 2006, 12:53:58 AM
The fact that I don't touch SDK scripts and didn't know it was possible to simply edit a few lines to suddenly not be SDK scripts because I never touch them doesn't mean you pwned me. Within my first 3 days of using RPG Maker XP (I hadn't used any others either =/) I had done a succesful edit to the default systems to allow 5 party members to fit.
And that was hard why?