Event Names

Mr. Trivel

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Name: Event Names


Version: 1.6


Author: Mr. Trivel


Created: 2015-11-26


 


What does it do?


Allows events to show their names, pictures or icons above their heads.


Can also specify distance. so names further away won't be shown.


 


Video:










Screenshots:





 


 


How to use?



All setting up is done using Comments.



 Use "Comment..." command under Flow Control for those tags.


 


 <EventNameText: TEXT>


 <EventNamePicture: NAME, WIDTH, HEIGHT>


 <EventNameRange: RANGE> 


 <EventNameOffsetX: PIXELS>


 <EventNameOffsetY: PIXELS> 


 <EventNameFont: FONT>


 <EventNameFontSize: SIZE>


 


 TEXT - Text to show above event, can use text codes, too - \v[10]


 NAME - Picture Name (Pictures stored in img\system)


 WIDTH - Picture width in pixels


 HEIGHT - Picture height in pixels


 RANGE - How close player has to be to see the event name/picture.


 PIXELS - How big is the offset from default position in pixels


 FONT - Different font for text


 SIZE - Font Size





 


Example:





 


Plugin Commands:



EventNames Hide - Disables event names from showing


EventNames Show - Enables event names for showing







Plugin: <Link: Github>


How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As.


 


If you want to test pictures quickly:


Images:







Legal:



Don't remove the header or claim that you wrote this plugin.
Credit Mr. Trivel if using this plugin in your project.
Free for non-commercial projects.
For commercial use contact Mr. Trivel.
 
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EternalShadow

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This will be fantastic for named NPCs or objects! :D
 
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Harken_W

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Just what I've been looking for! perfect! Thanks :D
 

bruno7570

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Simple but very usefull plug in! I'd like to know if is it possible to active the system use switch controls?
 

Mr. Trivel

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Update v1.1

Added Pictures above event heads.

Added Picture and Names changing when event switches pages.
 
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Angius

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Any way to have all of the names at once be toggleable with a button press? Or being displayed only on button being held down?

It's super useful if you have quests like "Go see John", but I'd rather like to avoid having John have his name floating above his head all the time.
 

Mr. Trivel

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@Angius,

Not as of now.

---

Kinda forgot a thing, so,

Update v1.2

Bug fix

Do grab latest version.
 

Shiroi Akuma

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Fantastic work. Especially that update so that we are able to use images. Definitely gonna use this for my project. It superb for quest systems. 
 

DustyCat Media

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Hello Mr. Tivel,

I've been receiving this error before starting the actual game:

TypeError: Cannot read property 'list' of undefined.

I've tried turning off all other plugins except yours; and yes i've put a proper "<Name:NAME, RANGE>" in a test event (i used it as <Name: Chest, 5> inside an event's note field) and i still got the same error.

Just FYI. Thank you.
 

Mr. Trivel

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@DustyCat Media,

I have no idea how you got that error. By any chance are you using version 1.1 instead of v1.2?
 

DustyCat Media

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@Mr. Trivel    I'm using v1.2; but i downloaded it again just now to make sure. And yep, still the same problem. I again tried turning off all plugins except yours; even tried the game with or without the "<Name:NAME, RANGE>" in the note field and/or in the comments.. still the same error.
 

DustyCat Media

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@Mr. Trivel

Still the same prob. While your game worked with your plugin, i tried copying the plugin from your game folder to my game folder (with a noticeable file size difference but is the same exact file,btw) and still didn't work -- again with all other plugins turned off.

I'm guessing this only works for a new game, i guess? Mine's an old project which i created as soon as RMMV got released.
 

EternalShadow

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@Mr. Trivel


Still the same prob. While your game worked with your plugin, i tried copying the plugin from your game folder to my game folder (with a noticeable file size difference but is the same exact file,btw) and still didn't work -- again with all other plugins turned off.


I'm guessing this only works for a new game, i guess? Mine's an old project which i created as soon as RMMV got released.
Are you starting a new game or loading a game? When people say a new game should be started to use their scripts, they mean "just don't press load when inside the game".
 

SoulOfRock

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Are you starting a new game or loading a game? When people say a new game should be started to use their scripts, they mean "just don't press load when inside the game".
Im having the same problem, and im sure he dont load a game. 

TypeError: Cannot read property 'list' of undefined

    at Game_Event.list (rpg_objects.js:8436)

    at Game_Event.updateOverheadData (MrTS_EventNames.js:106)

    at Game_Event.initialize (MrTS_EventNames.js:94)

    at new Game_Event (rpg_objects.js:8396)

    at Game_Map.setupEvents (rpg_objects.js:5519)

    at Game_Map.setup (rpg_objects.js:5411)

    at Game_Player.performTransfer (rpg_objects.js:7446)

    at Scene_Map.onMapLoaded (rpg_scenes.js:378)

    at Scene_Map.onMapLoaded (YEP_X_ActSeqPack3.js:886)rpg_managers.js:1618 SceneManager.catchExceptionTDDP_FluidTimestep.js:89 SceneManager.update
 
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Mr. Trivel

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I made a small change, see if this works - link.

If it doesn't, could you make a small demo with the crash and PM me, I could take a proper look that way.
 
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SoulOfRock

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I made a small change, see if this works - link.

If it doesn't, could you make a small demo with the crash and PM me, I could take a proper look that way.
now it works for me, thank you very much for your work :D
 

Mr. Trivel

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@SoulkOfRock, @DustyCat Media,

Awesome.

Update v1.3

- Fixed a crash that some people were having. If it crashes for you grab the latest version.
 

Vegnarus

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I like this plugin, it's simple but pretty useful. Would it be difficult to fade the name or the images in and out based on whether the player is within range or outside of it? It'll look a lot smoother that way.

Basically, you'd play with the opacity of the text and image by gradually increasing or decreasing it between 0 and 255. 15-20 frames would be fast and smooth enough. You can make an optional duration value in the Note and Comment functions so that if people want the fade effect they can add in the extra value and activate it.

<Picture: Exclamation, 5>

This is the standard function. It pops in and out depending on whether the player is in range or not.

<Picture: Exclamation, 5, 30>

This is the fading version. 30 here is in frames and is equal to half a second.
 

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