I need the script LOCATION NAMES from Tons of add-ons.
As a single script.
Nightfox :'(
Because GTBS - GubiD's Tactical Battle System v1.4 and other script. For other game from me.
Here you go:
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# Location Names with Pictures or Text by Blizzard
# Version: 2.21b
# Type: Game Playability Improvement
# Date: 14.11.2006
# Date v2.1b: 7.7.2007
# Date v2.11b: 30.7.2007
# Date v2.12b: 25.10.2007
# Date v2.13b: 5.11.2007
# Date v2.2b: 17.2.2008
# Date v2.21b: 17.2.2008
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#
# NOTE: This script WILL corrupt old savegames!
#
# Instructions:
#
# Connect map IDs with picture names. All pictures MUST be in the the Names
# folder in your picture folder. If you don't have a picture, the map name
# will be written out using the default text engine from RMXP. Please set up
# the font you wish the text to be displayed in this case.
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LOCATION_FONT = 'Arial'
LOCATION_SIZE = 32
LOCATION_BOLD = true
LOCATION_ITALIC = false
LOCATION_COLOR = Color.new(255, 255, 255, 255) # Color.new(R, G, B, A)
LOCATION_DISPLAY_TIME = 2 # in seconds
#==============================================================================
# module BlizzCFG
#==============================================================================
module BlizzCFG
def self.get_locimage
case $game_map.map_id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Location Database
#
# Use this template to configure this add-on:
#
# when ID then name = 'FILE_NAME'
#
# ID - map ID where the picture should be displayed
# FILE_NAME - the file name of the picture file in the Pictures/Names folder
#
# If you don't have a picture and want the name displayed anyway, please use:
#
# when ID then name = nil
#
# Instead of an image normal text will be displayed in the chosen font.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then name = nil
when 2 then name = 'MAP002_pic'
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Location Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
else
return nil
end
# if text should be used
if name == nil
# create bitmap
bitmap = Bitmap.new(320, LOCATION_SIZE + 16)
# set up font style
bitmap.font.name = LOCATION_FONT
bitmap.font.size = LOCATION_SIZE
bitmap.font.bold = LOCATION_BOLD
bitmap.font.italic = LOCATION_ITALIC
bitmap.font.color = LOCATION_COLOR
# draw map name
bitmap.draw_text(0, 8, bitmap.width-16, LOCATION_SIZE+8,
$map_names[$game_map.map_id], 2)
else
# cache image file
bitmap = RPG::Cache.picture("Names/#{name}")
end
return bitmap
end
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
# setting all accessible variables
attr_accessor :map_name_id
attr_accessor :name_timer
#----------------------------------------------------------------------------
# initialize
# Added helping variables for convenience.
#----------------------------------------------------------------------------
alias init_names_later initialize
def initialize
init_names_later
@map_name_id = @name_timer = 0
end
end
#==============================================================================
# Name_Sprite
#==============================================================================
class Name_Sprite < Sprite
# setting all accessible variables
attr_accessor :timer
#----------------------------------------------------------------------------
# initialize
#----------------------------------------------------------------------------
def initialize(viewport = nil)
super
# set timer depending on if same map as when the last time
if $game_system.map_name_id == $game_map.map_id
@timer = $game_system.name_timer
else
@timer = 0
end
# if appearing
if @timer < 16
self.opacity = @timer * 15
# if disappearing
elsif @timer > 16 + 40 * LOCATION_DISPLAY_TIME
self.opacity = 255 - (@timer - 16 - 40 * LOCATION_DISPLAY_TIME)* 15
end
# store this map as old map
$game_system.map_name_id = $game_map.map_id
self.z = 6000
# get text image or image
self.bitmap = BlizzCFG.get_locimage
# set x coordinate or delete depending on whether bitmap exists
self.bitmap == nil ? self.dispose : self.x = 640 - self.bitmap.width
end
#----------------------------------------------------------------------------
# dispose
# Added storing of timer value before removing.
#----------------------------------------------------------------------------
def dispose
$game_system.name_timer = @timer
super
end
end
#==============================================================================
# Spriteset_Map
#==============================================================================
class Spriteset_Map
attr_accessor :name
#----------------------------------------------------------------------------
# initialize
# Added the name sprite.
#----------------------------------------------------------------------------
alias init_name_later initialize
def initialize
init_name_later
@name = Name_Sprite.new(@viewport1)
end
#----------------------------------------------------------------------------
# update
# Added name sprite appearing/disappearing animation control.
#----------------------------------------------------------------------------
alias upd_name_later update
def update
# if sprite exists
if @name != nil
# if sprite not disposed
unless @name.disposed?
@name.timer += 1
# if appearing
if @name.timer < 16
@name.opacity += 15
# if disappearing
elsif @name.timer > 16 + 40 * LOCATION_DISPLAY_TIME
@name.opacity -= 15
end
# if gone
if @name.opacity == 0
# remove completely
@name.dispose
@name = nil
end
else
# set to nil
@name = nil
end
end
upd_name_later
end
#----------------------------------------------------------------------------
# dispose
# Added name sprite removal.
#----------------------------------------------------------------------------
alias dispose_name_later dispose
def dispose
dispose_name_later
unless @name == nil
$game_system.name_timer = @name.timer
@name.dispose
end
@name = nil
end
end
#==============================================================================
# Scene_Title
#==============================================================================
class Scene_Title
#----------------------------------------------------------------------------
# main
# Added setup of names hash.
#----------------------------------------------------------------------------
alias main_location_later main
def main
$map_names = load_data('Data/MapInfos.rxdata')
$map_names.each_key {|key| $map_names[key] = $map_names[key].name}
main_location_later
end
end