Nicke 150 Posted April 4, 2012 (edited) XS - Map Hud Version 1.0b IntroductionA fully functional map hud with a few neat features. See more below!Features Easy to change location of the HUD. Animated! The ability to choose which effect to use when the hud is animating in. Note: This may need some tweaking if you wish to change the positioning of the hud. Show a icon of your choice next to the name. Turn it on/off with a switch. Replace the name if you want something else to be shown instead. (i.e if you have a dungeon with lots of maps and you want it to show the same name for every map_id use this feature.) Show the HUD only for certain map IDs. Should be free from lag as in It will update only when a map has changed. Dynamic width. This means the hud's width is based on the map name width which is good as you don't need to worry about too long map names. And more! Screenshots How to UseTo install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.ScriptGet the script here and the Core Script.UpdatesReleased 1.0b: The hud is now dynamic, which means the width is based on the map name's width. This version also corrects a minor bug. With this update you need the latest Core Script as well.CreditDo credit me, Nicke, if you are planing on using this script. Thanks.Can be use in a commercial project. Edited March 22, 2013 by Nicke 4 Aeirex, KaylieMarie, Makslext and 1 other reacted to this Share this post Link to post Share on other sites
Ehren Rivers 14 Posted April 4, 2012 Wow, this is so awesome! I'm definitely going to try and use this in my game. <3 Share this post Link to post Share on other sites
Nicke 150 Posted April 4, 2012 @Ehren Rivers: Thanks, let me know if you find any bugs Share this post Link to post Share on other sites
Nicke 150 Posted April 4, 2012 Minor update, grab the newest version. Share this post Link to post Share on other sites
Rafael Black 5 Posted April 4, 2012 If I remember you were using this in Tale of Hirion, your VX game. I'm definitely going to get this once I fix my scripts up and such. Share this post Link to post Share on other sites
Nicke 150 Posted April 5, 2012 @Rafael Black: Yea, that is correct but this is also an enhanced edtion of the script. Share this post Link to post Share on other sites
Nicke 150 Posted October 30, 2012 Released 1.0b. See OP for more details. Share this post Link to post Share on other sites
Virus 24 Posted November 22, 2012 It seems like the map's name gets cut off, this there a way to fix it? Share this post Link to post Share on other sites
Falcao 88 Posted November 22, 2012 Nice adition. It would be more free of lag if you completely dispose the window instead of making it invisible, the window is still there contributing to the lag production Share this post Link to post Share on other sites
Levi Stepp 12 Posted November 23, 2012 It seems like the map's name gets cut off, this there a way to fix it? Go to line 198 and replace @width = @dummy.text_size($game_map.name).width + 46 with @width = @dummy.text_size($game_map.name).width + 220 That's how I got it from cutting off. If your map titles are even longer, try raising the 220 higher, but try 220 first. 1 Virus reacted to this Share this post Link to post Share on other sites
Virus 24 Posted November 23, 2012 It seems like the map's name gets cut off, this there a way to fix it? Go to line 198 and replace @width = @dummy.text_size($game_map.name).width + 46 with @width = @dummy.text_size($game_map.name).width + 220 That's how I got it from cutting off. If your map titles are even longer, try raising the 220 higher, but try 220 first. Thank you so much for the help Kouta Share this post Link to post Share on other sites
Nicke 150 Posted November 23, 2012 The width also depends on what font and size you are using. If you are using a big size such as 24 or even bigger what @KoutaStepp said will do the trick. I guess the "text_size" method isn't that flexible as I would have wanted it to be but it will hopefully work if you change the 46 to something bigger. Share this post Link to post Share on other sites
PinoyXBalot 1 Posted January 25, 2013 Sir Nicke i can`t access all your scripts i think all. Or maybe i can`t access the website!! can you put you`re scripts in pastebin please!!!!!!! I really need you`re scripts!! Share this post Link to post Share on other sites
Nicke 150 Posted January 25, 2013 This topic link is fixed. Thanks for reporting it. Share this post Link to post Share on other sites
PinoyXBalot 1 Posted January 26, 2013 Thanks sir.... Now i can use your script... Share this post Link to post Share on other sites
marillmau5 20 Posted February 16, 2013 can you make this plug in play on a brand new project? because I cant get it to work despite my noobness ive figured out more complicated scripts. Share this post Link to post Share on other sites
Milky 1 Posted March 21, 2013 hmm, i cant seem to get it to work with my game, then again i might be messing something up in the script. it just seems to be like the regular map display. Share this post Link to post Share on other sites
Nicke 150 Posted March 22, 2013 Did you activate the default switch which the script uses to enable/disable the HUD? Share this post Link to post Share on other sites
Milky 1 Posted March 22, 2013 Did you activate the default switch which the script uses to enable/disable the HUD? uhm, i do not think so, not sure how to do that still new with scripts Share this post Link to post Share on other sites
anavn1 9 Posted March 23, 2013 first you need to have the core script you will put this script under it (don't care how fare but under check the script in the first lines is true then what you will want to do is test (am using victor saint hub so)go on a map and press the letter d and if no effect go use an event to play with variable 1 If still having probs read the first lines of the script the ones in green Share this post Link to post Share on other sites
Lordsodor 1 Posted April 20, 2013 Did you activate the default switch which the script uses to enable/disable the HUD? uhm, i do not think so, not sure how to do that still new with scripts x.x i dont know how to do that, im new with scripts too Share this post Link to post Share on other sites
+ HalestormXV 34 Posted May 7, 2013 (edited) This script doesn't seem to work if you place it in a project with pre-existing maps. However the script will run fine if you start a new game. Is there a way to fix this? I currently have 33 maps in my game and going to be making PLENTY more and I have to debug each one and I want to make sure this script plays nice as well. Any advise or a hot fix? Scratch my whole post. Looks like I need to load it at the top of my game. Mod please delete if needed unless it should be kept here for reference. ​**Issue still exists. Edited May 8, 2013 by HalestormXV Share this post Link to post Share on other sites
Milky 1 Posted May 7, 2013 This script doesn't seem to work if you place it in a project with pre-existing maps. However the script will run fine if you start a new game. Is there a way to fix this? I currently have 33 maps in my game and going to be making PLENTY more and I have to debug each one and I want to make sure this script plays nice as well. Any advise or a hot fix? Scratch my whole post. Looks like I need to load it at the top of my game. Mod please delete if needed unless it should be kept here for reference. what do you mean by load at the top of your game? care to help me with that? Share this post Link to post Share on other sites
anavn1 9 Posted May 8, 2013 Ok ppl you will see that in the top pf the script it asks you for a number that is the number of the switch you need to activate for the hub to apear Share this post Link to post Share on other sites
+ HalestormXV 34 Posted May 8, 2013 (edited) This script doesn't seem to work if you place it in a project with pre-existing maps. However the script will run fine if you start a new game. Is there a way to fix this? I currently have 33 maps in my game and going to be making PLENTY more and I have to debug each one and I want to make sure this script plays nice as well. Any advise or a hot fix? Scratch my whole post. Looks like I need to load it at the top of my game. Mod please delete if needed unless it should be kept here for reference. what do you mean by load at the top of your game? care to help me with that? That didn't work either. It seems to be very picky. The other day it worked fine when I created a new map. Today I created a new map and tested it but the second i tried to transfer into the map with the HUD switch turned on the game crashed again saying XS - Map HUD line 118: NoMethodError occured. undefined method 'name' for nil:NilClass So to be honest I really can't figure it out. I have narrowed it down to this though. If you try and load a saved game that previously had this script running. But then you create a new map and try to load that map with this script still running your game will crash. Its as if it is not able to read the data by fresh maps. A new game seems to have to be re-created in order for all the maps to index into the script. Yes anavn1, most of us very well know that you need to make sure to enable a switch to show the HUD. The issue is not that, for me at least, it is the script crashing my game no matter what load order it's in, if it is loaded into a pre-existing project and you add new maps to it. Edited May 8, 2013 by HalestormXV Share this post Link to post Share on other sites