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A BUG WITH THIS MAP NAME DISPLAY SCRIPT.

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Hi guys,

I am currently using a map name display script for RPG Maker VX Ace.

#==============================================================================
# Window Map Name+
# by Enterbrain
# edited by LUSHI
# Date 04/04/2012
#------------------------------------------------------------------------------
# **WHAT IT DOES**
# This edit is simple I'm no pro but wanted my have my one image in the
# background of the map name so I edited Window_MapName.
# This adds a background image to the map name and moves it to the right of the
# screen.
#------------------------------------------------------------------------------
# **WHERE THINGS GO**
# place this scrip ether in the materials section or overright Window_MapName
# with this one. If using the map name fix By Crazyninjaguy place this above it.
#
# Must have "Map_Name_Back.png" in Graphics/System folder
#
# thats it run your game.
#
#------------------------------------------------------------------------------
# **HOW TO EDIT**
# To change the locaton of the name change the values of lines,
#
# 49
# 122
# 123
#
# to change the name of the png file find line,
#
# 120
#
# and edit as you need.
#
# **THE END**
# Thats all there is. I hope That helps.
#------------------------------------------------------------------------------
# This window displays the map name.
#==============================================================================
class Window_MapName < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(1))
self.opacity = 0
self.contents_opacity = 0
self.x = 340
@map_name_back = Sprite.new
@show_count = 0
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 240
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @show_count > 0 && $game_map.name_display
update_fadein
@show_count -= 1
else
update_fadeout
end
end
#--------------------------------------------------------------------------
# * Update Fadein
#--------------------------------------------------------------------------
def update_fadein
self.contents_opacity += 16
@map_name_back.opacity += 16
end
#--------------------------------------------------------------------------
# * Update Fadeout
#--------------------------------------------------------------------------
def update_fadeout
self.contents_opacity -= 16
@map_name_back.opacity -= 16
end
#--------------------------------------------------------------------------
# * Open Window
#--------------------------------------------------------------------------
def open
refresh
@show_count = 150
self.contents_opacity = 0
self
end
#--------------------------------------------------------------------------
# * Close Window
#--------------------------------------------------------------------------
def close
@show_count = 0
self
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
unless $game_map.display_name.empty?
draw_background(contents.rect)
draw_text(contents.rect, $game_map.display_name, 1)
end
end
#--------------------------------------------------------------------------
# * Draw Background
#--------------------------------------------------------------------------
def draw_background(rect)
temp_rect = rect.clone
temp_rect.width /= 2
contents.gradient_fill_rect(temp_rect, back_color2, back_color1)
@map_name_back = Sprite.new
@map_name_back.bitmap = Cache.system("Map_Name_Back.png")
@map_name_back.z = 0
@map_name_back.x = 370
@map_name_back.y = 7
@map_name_back.opacity = 0
temp_rect.x = temp_rect.width
contents.gradient_fill_rect(temp_rect, back_color1, back_color2)
end
#--------------------------------------------------------------------------
# * Get Background Color 1
#--------------------------------------------------------------------------
def back_color1
Color.new(0, 0, 0, 0)
end
#--------------------------------------------------------------------------
# * Get Background Color 2
#--------------------------------------------------------------------------
def back_color2
Color.new(0, 0, 0, 0)
end
end

It replaces the original map display with a custom graphic of your choice. One issue is, when I enter a new map, if I open the menu immediately, I would get a bug like this:



This script was made in 2012, and the author hasn't fixed the bug yet. I posted this in his thread, but he still hasn't replied. Can someone help me figure out how to fix this?

Thanks. :)
Not sure what part is the bug. Is it that "Location" picture behind the help window?
Yes, that's the bug. Normally, this is how it looks like (disregard the different background picture):



But if I enter another map and open the menu right away, that display picture would get stuck inside the menu.
add this def into it.

def dispose
@map_name_back.dispose if @map_name_back != nil
super
end

This should work. If it doesn't let me know.
It worked pretty well! Thank you so much! :D
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