Animated Map Name

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  1. Animated Map Name
    Dekita


    Introduction
    This script creates a highly dynamic and customisable map name "window"
    and gives the ability to remove the old () one.

    Features :
    Multiple effect types,
    Each map can have its own unique map name display features, such as...
    Location, Icon, Font, Size, Effect, ect.
    over 20 different effects to choose from.



    Screenshots
    Map_Name_ss.png
    How to Use
    Place this script under main and above materials, plug and play.

    Script
    SCRIPT LINK

    Credit and Thanks
    - Dekita / Dekita-RPG

    OTHER THINGS YOU SHOULD READ !!

    ShinGamix has made over 60 (70?) map name windows for use with this script, they can be found in this months release for The RMC

    Link to The RMC

    I Highly recommend you have a look, your guaranteed to find something you like

    ( Package 3 -  (March 3rd, 2013) is the one with the map name windows)
  2. AWESOME. I've been wondering about this.
  3. NPC said:
    AWESOME. I've been wondering about this.
    well hopefully i did not disappoint.

    If you have any ideas / suggestions for improvements or features let me know.
  4. I updated this script to bug a small bug that was found and include 26 effects, each one fully customizable on a "per map" basis.

    Definitely recommend re-downloading.
  5. updated this script to dramatically increase efficiency and add an optional background with options to change it and even use an image for a background :p
  6. Very cool. I always like the animated names of where I was in Pokemon. Gave it a nice style.
  7. i get that error after installing this script:

    Script "Dekita - AniMapName" line 899: NoMethodError occured.

    undefined method "width" for nil:NilClass

    please answer to this error...
  8. A script like this is like one of those "must-haves" that make games fancy and more appealing, like Victor's rotational turning. (For me at least) It makes stuff look so much better. I'll take a look at this after awhile when you fix everything.
  9. BlackCrows said:
    i get that error after installing this script:

    Script "Dekita - AniMapName" line 899: NoMethodError occured.

    undefined method "width" for nil:NilClass

    please answer to this error...
    please try again when your map has a DISPLAY name ^_^

    if it already does put this code on line 998 (move the exsisting code down 1 line)

    return if @map_name == nil
    if this error is still there let me know.

    kerbonklin said:
    A script like this is like one of those "must-haves" that make games fancy and more appealing, like Victor's rotational turning. (For me at least) It makes stuff look so much better. I'll take a look at this after awhile when you fix everything.
    everything works fine for me in a blank project with only this script :p also thanks for your input ^_^
  10. updated to fix "letter position bug" thing . each letter can now be positioned individually using notetags.
  11. updated first post to include link to The RMC , Package 3 contains LOADS of EPIC graphics for use with this script, All by ShinGamix. Graphics T+C's are included in the package
  12. Such a fantastic script. Thank you so much.

    Ease of use for a script like this is needed and you delivered. :D
  13. This is almost my favorite script of all time.
  14. ShinGamix said:
    This is almost my favorite script of all time.
    ;_;

    im hurt, i feel used, you mean there's another ?  ;_;   D:<

    Who is it, il kill them ! D:<

    I must know which script has stolen your love...  BD
  15. Hm. I am getting a mistake

    'Script 'Animated Mapnames' line 289: TypeError occurred.

    Can't Convert String into Array'

    I was reading through it, but am not sure what exactly went wrong, since I did not change anything (yet)
  16. Draconlom said:
    Hm. I am getting a mistake

    'Script 'Animated Mapnames' line 289: TypeError occurred.

    Can't Convert String into Array'

    I was reading through it, but am not sure what exactly went wrong, since I did not change anything (yet)
    i really dont know why thats happened, line 289 should be

      Font_Name[0] = ["VL Gothic", "Arial"  ] + Font.default_name
    unless you are using a script that changes the default name settings ( maybe yanfly core engine ) and instead of having your preffered fonts stored in an array

    ["font A", Font B","font C"]you have them as just one font, like this...

    "font A"
    try putting a # before  + Font.default_name, ( after the ["array of fonts"] ) that may be the cause. ( its all i can think of)
  17. .
  18. no problem. i will do an update for this next week to fix that issue also, as it turns out for some reason the default fonts are not stored as an array, (even though the F1 help says it is )

    anyway glad it worked for you :)
  19. can't seem to get it to work, got the same error that Draconlom had, tried editing the lines where the fonts are to fix it but it just wont work.