Xsilverblade's/Advocate's
Floating Location Window
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
Add this after that end command:
def set_location(location)
@location_window.location = location
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
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:
$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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