RPG MAKER MV - I HAVE A QUESTION ABOUT DISPLAY NAMES FOR MAPS.....
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Say I have a town, we will call it Little Village for this example. Say I enter Little Village from the world map, how do I make it so if I ender a house INSIDE of Little Village, it WON'T show the name of the town again after leaving the shop? So in short, I only want to see the name of the town when entering from the world map.
I have reason to believe the function from MV to display the name-window would be...
...this one. I'm not 100% sure what the ID of the world map would be in your game, but, I do know that `$gameMap.mapId()` stores the current map's ID. Which would have already changed by the time it gets to that point. So, you might need to pull something like...
...that?
Scene_Map.prototype.createDisplayObjects = function() { this.createSpriteset(); this.createMapNameWindow(); this.createWindowLayer(); this.createAllWindows(); };
...this one. I'm not 100% sure what the ID of the world map would be in your game, but, I do know that `$gameMap.mapId()` stores the current map's ID. Which would have already changed by the time it gets to that point. So, you might need to pull something like...
Scene_Map.prototype.create = function() { Scene_Base.prototype.create.call(this); this._oldMapId = $gameMap.mapId(); this._transfer = $gamePlayer.isTransferring(); var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId(); DataManager.loadMapData(mapId); }; Scene_Map.prototype.createDisplayObjects = function() { this.createSpriteset(); if (this._oldMapId === 2) { // Change the 2 here to whatever the ID of the world map actually is this.createMapNameWindow(); }; this.createWindowLayer() this.createAllWindows(); };
...that?
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