Animated Map Name

This script creates a new map name “window” and gives the ability to remove
the old (shit) one.



14 responses

  1. Pauluz

    Good job, I like it. question, how did you get those tilesets? :3

    January 8, 2013 at 17:55

  2. i actually got given them by Hyde who has been helping my pokemon ace project with graphics since it started really 🙂

    i have an update for this script i will post tomorow , just putting some finishing touches on it. but it allows for loads of new effects… like spinning letters , sliding letters and much much more …

    January 9, 2013 at 17:49

  3. Cliff

    I don’t have any map name-related scripts in my project, but it does quickly fade in the map name when I step into a door (before the fade) and then again as it should after the fadein.

    Wait, I remember I have a little snippet in it that sets fade time to 30 frames, but I dunno if that’s the culprit.

    January 9, 2013 at 22:09

  4. you mean it increases the transition time by 30 frames ? i have a similar script that causes that so i included the option “Delay_Timer = 30” (default) make this higher and you shouldnt have any issue, if you do a copy of this snippet would be great andi can fix it 🙂

    ALSO i updated this to v1.1 and included a small bug fix ( a typo on line 200 something) and another 26 effects as well as a ridiculous amount of notetags to make each maps “map name window” unique in size, effect, icon, font, everything…

    January 10, 2013 at 15:31

    • Caveras

      Doesn’t happen with your updated version anymore! Alas, it also doesn’t automatically hide the default map name anymore (but maybe you included an option to activate or deactivate that in your update, I didn’t check.)

      The script I used for the fade time changes is this one:

      I have it set to 60 frames (believe the default was 30, yes?).

      Anyway, hiding the default map name display isn’t a problem, so thanks for the update and the many additions! =)

      January 10, 2013 at 16:03

      • Caveras

        Edit: Just noticed that this script only accounts for the event command fadeins and outs, so you better just ignore my comment here hehe =)

        January 10, 2013 at 16:05

  5. The default name should be hidden, make sure this script is at the bottom of your list and
    Remove_Default_Name_Window = true
    Very first customisation option

    I think this was all ? im sleepy so forgive me if i missed anything lol

    January 10, 2013 at 16:26

    • Parthanandix

      Just letting you know that there is an error on line 289 – 295 . After Font_Name[0] = [ <this bracket and the one after the font names shouldn't be there.

      March 12, 2013 at 01:27

      • yes, it should.
        that makes each font name defined as an array, if the first font does not exsist (on players cpu) it will use the next one, and so on.
        The reason you are getting an error if from the + Font.default_name
        which follows this piece of code.
        simply place a # before the + and it will fix this issue.

        I also have an update to release for this that fixes this issue, when i get time :p

        March 12, 2013 at 14:06

      • Parthanandix

        Alright cool just looked at that now that fixed the problem

        March 16, 2013 at 21:45

  6. Caveras

    Alright, all good in the hood hehe =) thanks dude!

    January 10, 2013 at 16:51

  7. Nio kasgami

    Hello Dekita I use your map script…but i don’t find how to don’t show a map icon or map name in a specific map ._. sorry I tried but is doesn’t work can you help me?

    June 9, 2013 at 06:54

    • you just use the relevant notetag within the map notebox and make the map display name the name you want displayed and it should all work fine.

      June 10, 2013 at 13:54

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