| Xsilverblade's/Advocate's Floating Location Window |
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| Ok, first off, the instructions will be at the end of this. | ||||||||||||||||||||||||||||||||||
| Alright, first thing to do here is find this: | ||||||||||||||||||||||||||||||||||
| @message_window = Window_Message.new | ||||||||||||||||||||||||||||||||||
| Put this directly underneath it: | ||||||||||||||||||||||||||||||||||
| @location_window = Window_Location.new | ||||||||||||||||||||||||||||||||||
| Next find these and place the following lines of code under them as well: | ||||||||||||||||||||||||||||||||||
| @message_window.update | ||||||||||||||||||||||||||||||||||
| @message_window.dispose | ||||||||||||||||||||||||||||||||||
| @location_window.update | ||||||||||||||||||||||||||||||||||
| @location_window.dispose | ||||||||||||||||||||||||||||||||||
| Ok, next go to the very end of it where you see this: | ||||||||||||||||||||||||||||||||||
| # ??????????? BGM ? BGS ??????????
$game_map.autoplay # ???????? Graphics.frame_reset # ??????? Input.update end |
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| Add this after that end command: | ||||||||||||||||||||||||||||||||||
| def set_location(location)
@location_window.location = location |
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| Now, create a new class above 'Main' and call it Floating Location Window, then add this script to it: | ||||||||||||||||||||||||||||||||||
| class Window_Location < Window_Base
#------------------------------ attr_accessor :location #-------------------------------------------------------------------------- # Initialize the Object. #-------------------------------------------------------------------------- def initialize super(144, 4, 352, 64) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 255 self.contents.font.name = "OldEnglish" self.contents.font.size = 20 self.opacity = 0 self.z = 1050 @dummy_window = Window_Base.new(144, 10, 352, 52) @dummy_window.z = 1000 @dummy_window.opacity = 255 @dummy_window.visible = false @location = "" @frames = -1 refresh end #---------------------------------- def location=(location) if location != "" @location = location @frames = 120 @dummy_window.visible = true self.visible = true refresh else @location = "" @dummy_window.visible = false self.visible = false end end #-------------------------------------------------------------------------- # Refresh. #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, self.width - 32, 32, @location, 1) end # ------------- def dispose super @dummy_window.dispose end #-------------------------------------------------------------------------- # Frame Update. #-------------------------------------------------------------------------- def update super if @frames > 0 @frames -= 1 end if @frames == 0 @frames = -1 self.visible = false @dummy_window.visible = false end end end |
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| And your done installing the script. Now, for how to use this. I like this location window scriopt because you imput the map name manually, so if your using a script that has you put <text> in the map name it wont show up lol. So, how do we go about using this you ask? We do as thus: in a Call Script in an empty event set to 'auto start' in the trigger options we put this: |
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| $scene.set_location ("Map Name") | ||||||||||||||||||||||||||||||||||
| replace map name weith the name of your map. Now, we want this to work everytime we enter or exit this map, so in that same event, create a new switch operation and call it Location Switch, well i did that but you can call it what you will. Now, evertime you make a teleport, under the teleport command, put in the location switch operation, and set it too off so that it will turn on and prossess the call script. You must do this for every Teleport event that you make, otherwise the location window wont show. so your teleport events should look like this: | ||||||||||||||||||||||||||||||||||
| Teleport [map #: map name], (coordinates) Switch [switch #: Location Switch] = OFF |
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