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Display name on map

  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    This script creates names on map.
    v18: Like this Video

    How to use
    Choose version and read 'readme' to use
    Find in this link -> Link

    Credit
    bo4p5687
     
    Last edited:
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    This script creates names on map. Like this Video

    How to use
    Read the lines in SetNameForDisplay and the first lines.
    DisplayNameVariable is number of game switch. Example: DisplayNameVariable = 100 # It means you use slot 100
    And you need to set it on after set the name of player, the best choice is before transfer player.
    If you use shadow of Marin and following pokemon, you should put it above this script (script of Marin). If not, put this script above Main.

    Note
    If you put a lot of names, the game will be laggy.

    Code
    Code:
    #-------------------------------------------------------------------------------
    # Credit: bo4p5687
    #-------------------------------------------------------------------------------
    PluginManager.register({
      :name => "Display name on map",
      :credits => "bo4p5687"
    })
    #-------------------------------------------------------------------------------
    # If you want to change value for changing Name, call newVdisplay(value)
    #     value is value of the name which you want to change
    # Example: ["Jack",0],["Picke",1]
    #   You want to change Picke, set value = 1
    #   Call: newVdisplay(1)
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    # Store Name
    #-------------------------------------------------------------------------------
    class PokemonGlobalMetadata
      attr_accessor :storeDisplayName
      
      alias display_name_ini initialize
      def initialize
        @storeDisplayName = {}
        display_name_ini
      end
    end
    
    class StoreNameForDisplay
      def storeValue(id,mapid)
        $PokemonGlobal.storeDisplayName = {} if !$PokemonGlobal.storeDisplayName
        if !$PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
          $PokemonGlobal.storeDisplayName["#{id} #{mapid}"] = 0
        end
        return $PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
      end
      
      def checkValue(id,mapid)
        return $PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
      end
      
      def setNewValue(value)
        event = pbMapInterpreter.get_character(0)
        $PokemonGlobal.storeDisplayName["#{event.id} #{event.map_id}"] = value
      end
    end
    
    def newVdisplay(value)
      s = StoreNameForDisplay.new
      s.setNewValue(value)
    end
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    class DisplayName
      # Set game switch
      DisplayNameVariable = 100
      
      SetNameForDisplay = 
      [
      # Map id, id of event, name for display
      [2,17,
      # You can set new name if you want to change bitmap, you can delete the name, too.
      # [Name, Value set this name], [Name, Value set this name]
      # Value should start at 0, the next number you can set any numbers but differents.
      [
      ["Jack",0],["Picke",1]
      ]
      ],
      # Map id, id of event, name for display
      [2,21,
      [
      ["Kido",0],["",5]
      ]
      ],
      # Map id, id of event, name for display
      [2,13,
      [
      ["Running man",0]
      ]
      ],
      # Map id, id of event, name for display
      [2,20,
      [
      ["Paul",0]
      ]
      ], # <- this comma
      # Map id, id of event, name for display
      [5,11,
      [
      ["Strange",0],["Rio",10]
      ]
      ]
      # Add , if you want to write next (You can see the lines above)
      # Next
      ]
      
      def initialize(viewport,event,z)
        @sprites = {}
        @viewport = viewport
        @z = z
        # Set event
        @event = event
        if @event.is_a?(Game_Event)
          @mapid = @event.map_id
          @id = @event.id
          @store = StoreNameForDisplay.new
          @value = @store.storeValue(@id,@mapid)
        end
        @lastframe = 0
      end
      
      def showName?
        if $game_switches[DisplayNameVariable]
          return true if @event.is_a?(Game_Player)
          if @event.is_a?(Game_Event)
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            return ret
          end
        else
          return false
        end
      end
      
      def create
        @sprites.clear
        drawText
        for sprite in @sprites.values
          sprite.z+=600
        end
        $game_map.update
      end
      
      BaseColor = Color.new(255,255,255)
      ShadowColor = Color.new(0,0,0)
      def drawText
        if @sprites.include?("overlay")
          @sprites["overlay"].bitmap.clear
        else
          width = Graphics.width; height = Graphics.height
          @sprites["overlay"] = BitmapSprite.new(width,height,@viewport)
          @sprites["overlay"].z = @z + 1
        end
        x = @event.screen_x 
        y = @event.screen_y - 70
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
        text = [[string,x,y,2,BaseColor,ShadowColor]]
        bitmap = @sprites["overlay"].bitmap
        pbSetSystemFont(bitmap)
        pbDrawTextPositions(bitmap,text)
      end
      
      def set_visible(value)
        @sprites["overlay"].visible = value if @sprites.include?("overlay")
      end
      
      def update
        if showName?
          if @sprites.empty?
            create
          else
            if Graphics.frame_count-@lastframe>Graphics.frame_rate/20
              @lastframe = Graphics.frame_count
              drawText
            end
          end
          pbUpdateSpriteHash(@sprites)
        else
          dispose if [email protected]?
        end
      end
      
      def dispose
        pbDisposeSpriteHash(@sprites)
      end
    end
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    class Sprite_Character
      alias ini_display_name initialize
      alias visible_display_name visible=
      alias dispose_display_name dispose
      alias update_display_name update
      
      def initialize(viewport,character=nil)
        @viewport = viewport
        ini_display_name(viewport,character)
      end
      
      def visible=(value)
        visible_display_name(value)
        @display.set_visible(value) if @display
      end
      
      def dispose
        dispose_display_name
        @display.dispose if @display
        @display = nil
      end
      
      def update
        update_display_name
        @display = DisplayName.new(@viewport,@character,self.z) if !@display
        @display.update
      end
    end

    Credit
    bo4p5687

    My God! This script is perfect! Tomorrow I will test. 😍😍😍😍😍😍😍😍
     
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    This script creates names on map. Like this Video

    How to use
    Read the lines in SetNameForDisplay and the first lines.
    DisplayNameVariable is number of game switch. Example: DisplayNameVariable = 100 # It means you use slot 100
    And you need to set it on after set the name of player, the best choice is before transfer player.
    If you use shadow of Marin and following pokemon, you should put it above this script (script of Marin). If not, put this script above Main.

    Note
    If you put a lot of names, the game will be laggy.

    Code
    Code:
    #-------------------------------------------------------------------------------
    # Credit: bo4p5687
    #-------------------------------------------------------------------------------
    PluginManager.register({
      :name => "Display name on map",
      :credits => "bo4p5687"
    })
    #-------------------------------------------------------------------------------
    # If you want to change value for changing Name, call newVdisplay(value)
    #     value is value of the name which you want to change
    # Example: ["Jack",0],["Picke",1]
    #   You want to change Picke, set value = 1
    #   Call: newVdisplay(1)
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    # Store Name
    #-------------------------------------------------------------------------------
    class PokemonGlobalMetadata
      attr_accessor :storeDisplayName
      
      alias display_name_ini initialize
      def initialize
        @storeDisplayName = {}
        display_name_ini
      end
    end
    
    class StoreNameForDisplay
      def storeValue(id,mapid)
        $PokemonGlobal.storeDisplayName = {} if !$PokemonGlobal.storeDisplayName
        if !$PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
          $PokemonGlobal.storeDisplayName["#{id} #{mapid}"] = 0
        end
        return $PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
      end
      
      def checkValue(id,mapid)
        return $PokemonGlobal.storeDisplayName["#{id} #{mapid}"]
      end
      
      def setNewValue(value)
        event = pbMapInterpreter.get_character(0)
        $PokemonGlobal.storeDisplayName["#{event.id} #{event.map_id}"] = value
      end
    end
    
    def newVdisplay(value)
      s = StoreNameForDisplay.new
      s.setNewValue(value)
    end
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    class DisplayName
      # Set game switch
      DisplayNameVariable = 100
      
      SetNameForDisplay = 
      [
      # Map id, id of event, name for display
      [2,17,
      # You can set new name if you want to change bitmap, you can delete the name, too.
      # [Name, Value set this name], [Name, Value set this name]
      # Value should start at 0, the next number you can set any numbers but differents.
      [
      ["Jack",0],["Picke",1]
      ]
      ],
      # Map id, id of event, name for display
      [2,21,
      [
      ["Kido",0],["",5]
      ]
      ],
      # Map id, id of event, name for display
      [2,13,
      [
      ["Running man",0]
      ]
      ],
      # Map id, id of event, name for display
      [2,20,
      [
      ["Paul",0]
      ]
      ], # <- this comma
      # Map id, id of event, name for display
      [5,11,
      [
      ["Strange",0],["Rio",10]
      ]
      ]
      # Add , if you want to write next (You can see the lines above)
      # Next
      ]
      
      def initialize(viewport,event,z)
        @sprites = {}
        @viewport = viewport
        @z = z
        # Set event
        @event = event
        if @event.is_a?(Game_Event)
          @mapid = @event.map_id
          @id = @event.id
          @store = StoreNameForDisplay.new
          @value = @store.storeValue(@id,@mapid)
        end
        @lastframe = 0
      end
      
      def showName?
        if $game_switches[DisplayNameVariable]
          return true if @event.is_a?(Game_Player)
          if @event.is_a?(Game_Event)
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            return ret
          end
        else
          return false
        end
      end
      
      def create
        @sprites.clear
        drawText
        for sprite in @sprites.values
          sprite.z+=600
        end
        $game_map.update
      end
      
      BaseColor = Color.new(255,255,255)
      ShadowColor = Color.new(0,0,0)
      def drawText
        if @sprites.include?("overlay")
          @sprites["overlay"].bitmap.clear
        else
          width = Graphics.width; height = Graphics.height
          @sprites["overlay"] = BitmapSprite.new(width,height,@viewport)
          @sprites["overlay"].z = @z + 1
        end
        x = @event.screen_x 
        y = @event.screen_y - 70
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
        text = [[string,x,y,2,BaseColor,ShadowColor]]
        bitmap = @sprites["overlay"].bitmap
        pbSetSystemFont(bitmap)
        pbDrawTextPositions(bitmap,text)
      end
      
      def set_visible(value)
        @sprites["overlay"].visible = value if @sprites.include?("overlay")
      end
      
      def update
        if showName?
          if @sprites.empty?
            create
          else
            if Graphics.frame_count-@lastframe>Graphics.frame_rate/20
              @lastframe = Graphics.frame_count
              drawText
            end
          end
          pbUpdateSpriteHash(@sprites)
        else
          dispose if [email protected]?
        end
      end
      
      def dispose
        pbDisposeSpriteHash(@sprites)
      end
    end
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    #-------------------------------------------------------------------------------
    class Sprite_Character
      alias ini_display_name initialize
      alias visible_display_name visible=
      alias dispose_display_name dispose
      alias update_display_name update
      
      def initialize(viewport,character=nil)
        @viewport = viewport
        ini_display_name(viewport,character)
      end
      
      def visible=(value)
        visible_display_name(value)
        @display.set_visible(value) if @display
      end
      
      def dispose
        dispose_display_name
        @display.dispose if @display
        @display = nil
      end
      
      def update
        update_display_name
        @display = DisplayName.new(@viewport,@character,self.z) if !@display
        @display.update
      end
    end

    Credit
    bo4p5687

    Tip: I noticed that the game's FPS performance is much smoother when changing the line number:
    if Graphics.frame_count-@lastframe> Graphics.frame_rate / 20
    For:
    if Graphics.frame_count-@lastframe> Graphics.frame_rate / 40.

    Could you support the Pokémon Follower EX?
    I would like the name of the Pokémon that follows the team to be displayed, along with their respective level!
    For example.
    Charmander [5]
    When leveling up
    Charmander [6]

    It would be an incredible HUD yes!
    One question, how would you change the size of the exposed name?
    I would like to decrease the text size a little.
     
  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    Tip: I noticed that the game's FPS performance is much smoother when changing the line number:
    if Graphics.frame_count-@lastframe> Graphics.frame_rate / 20
    For:
    if Graphics.frame_count-@lastframe> Graphics.frame_rate / 40.

    Could you support the Pokémon Follower EX?
    I would like the name of the Pokémon that follows the team to be displayed, along with their respective level!
    For example.
    Charmander [5]
    When leveling up
    Charmander [6]

    It would be an incredible HUD yes!
    One question, how would you change the size of the exposed name?
    I would like to decrease the text size a little.

    In def drawText, below pbSetSystemFont(bitmap), add bitmap.font.size = 25 # 25 is size of text

    About "Pokémon Follower EX", I don't use and test it.
    In my script
    1. Find def showName?, change
    Code:
          if @event.is_a?(Game_Event)
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            ret = false
            @name = @event.name
            if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
              ret = true
            else
              for value in SetNameForDisplay
                if @mapid==value[0] && @id==value[1]
                  ret = true 
                  break
                end
              end
            end
            return ret
          end
    2. Find def drawText, change
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
    into
    Code:
        if @event.is_a?(Game_Event)
          if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
            pkmn = $Trainer.firstAblePokemon
            string = "#{pkmn.name} [#{pkmn.level}]"
          else
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                for value2 in value[2]
                  string = value2[0] if value2[1][email protected](@id,@mapid)
                end
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
     
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    In def drawText, below pbSetSystemFont(bitmap), add bitmap.font.size = 25 # 25 is size of text

    About "Pokémon Follower EX", I don't use and test it.
    In my script
    1. Find def showName?, change
    Code:
          if @event.is_a?(Game_Event)
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            ret = false
            @name = @event.name
            if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
              ret = true
            else
              for value in SetNameForDisplay
                if @mapid==value[0] && @id==value[1]
                  ret = true 
                  break
                end
              end
            end
            return ret
          end
    2. Find def drawText, change
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
    into
    Code:
        if @event.is_a?(Game_Event)
          if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
            pkmn = $Trainer.firstAblePokemon
            string = "#{pkmn.name} [#{pkmn.level}]"
          else
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                for value2 in value[2]
                  string = value2[0] if value2[1][email protected](@id,@mapid)
                end
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end


    It displays the Pokémon and the level, but does not accompany it when we move ...
     
  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    It displays the Pokémon and the level, but does not accompany it when we move ...

    1. Copy again my script. (Delete old script)
    2. Small change when "Changing" in def showName?.
    Change
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = false if character==""
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            @name = @event.name
            if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
              ret = true
            else
              for value in SetNameForDisplay
                if @mapid==value[0] && @id==value[1]
                  ret = true 
                  break
                end
              end
            end
            ret = false if character==""
            return ret
          end
    In def drawText, change like the post above.
     
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    1. Copy again my script. (Delete old script)
    2. Small change when "Changing" in def showName?.
    Change
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = false if character==""
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            @name = @event.name
            if $PokemonGlobal.followerToggled && @name.downcase=="followerpkmn"
              ret = true
            else
              for value in SetNameForDisplay
                if @mapid==value[0] && @id==value[1]
                  ret = true 
                  break
                end
              end
            end
            ret = false if character==""
            return ret
          end
    In def drawText, change like the post above.

    It still didn't work ... It didn't show anything ... I tested it in several different ways.
     
  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    It still didn't work ... It didn't show anything ... I tested it in several different ways.

    Edit:
    In my script
    1. Above "def initialize(viewport,event,z)", add SetFollower = [5,2] # 5 is map id, 2 is event id; It's event when you set pokemon follower on
    2. In def showName?
    Change
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = false if character==""
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = true if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
            ret = false if character==""
            return ret
          end
    3. In def drawText
    Change
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
    into
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
          if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
            pkmn = $Trainer.firstAblePokemon
            string = "#{pkmn.name} [#{pkmn.level}]"
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
     
    Last edited:
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    Edit:
    In my script
    1. Above "def initialize(viewport,event,z)", add SetFollower = [5,2] # 5 is map id, 2 is event id; It's event when you set pokemon follower on
    2. In def showName?
    Change
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = false if character==""
            return ret
          end
    into
    Code:
          if @event.is_a?(Game_Event)
            character = @event.character_name
            ret = false
            for value in SetNameForDisplay
              if @mapid==value[0] && @id==value[1]
                ret = true 
                break
              end
            end
            ret = true if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
            ret = false if character==""
            return ret
          end
    3. In def drawText
    Change
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end
    into
    Code:
        if @event.is_a?(Game_Event)
          for value in SetNameForDisplay
            if @mapid==value[0] && @id==value[1]
              for value2 in value[2]
                string = value2[0] if value2[1][email protected](@id,@mapid)
              end
            end
          end
          if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
            pkmn = $Trainer.firstAblePokemon
            string = "#{pkmn.name} [#{pkmn.level}]"
          end
        elsif @event.is_a?(Game_Player)
          string = $Trainer.name
        end

    I tested this on Essentials Bruto and in my main game, none of it worked, I know this is being a boring job for you, if you can't do it, fine! :)
     
  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    I tested this on Essentials Bruto and in my main game, none of it worked, I know this is being a boring job for you, if you can't do it, fine! :)

    Sorry, I typed wrong this line "SetFollower = [5,2] # 5 is map id, 2 is event id; It's event when you set pokemon follower on"
    It should be "SetFollower = [5,2] # 5 is event id, 2 is map id; It's event when you set pokemon follower on"
     
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    Sorry, I typed wrong this line "SetFollower = [5,2] # 5 is map id, 2 is event id; It's event when you set pokemon follower on"
    It should be "SetFollower = [5,2] # 5 is event id, 2 is map id; It's event when you set pokemon follower on"

    It worked perfectly, thank you, it looked great, could you tell me where to change the coordinates of the Pokémon's name so as not to conflict with the name of the character, because as it is very close they overlap, but it was perfect outside of that, congratulations!
     
  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    It worked perfectly, thank you, it looked great, could you tell me where to change the coordinates of the Pokémon's name so as not to conflict with the name of the character, because as it is very close they overlap, but it was perfect outside of that, congratulations!

    In my script, below
    Code:
        x = @event.screen_x 
        y = @event.screen_y - 70
    Add
    Code:
      if @event.is_a?(Game_Event)
        if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
          x = @event.screen_x 
          y = @event.screen_y - 70
        end
      end
    Then the x and y in this if, you can + or - for change coordinates.
     
    Last edited:
  • 232
    Posts
    7
    Years
    • Seen May 23, 2024
    In my script, below
    Code:
        x = @event.screen_x 
        y = @event.screen_y - 70
    Add
    Code:
      if @event.is_a?(Game_Event)
        if $PokemonGlobal.followerToggled && @id==SetFollower[0] && @mapid==SetFollower[1]
          x = @event.screen_x 
          y = @event.screen_y - 70
        end
      end
    Then the x and y in this if, you can + or - for change coordinates.

    You are really incredible!
    you can be sure that most of my project scripts will be in your credits, I use a lot of yours, very good !!! Thanks!
     
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