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BW Location Signposts (v19.1)

Resource BW Location Signposts (v19.1) 1.0.1

Shashu-Greninja

Greninja forever!
Member
Joined
Oct 22, 2020
Posts
36
Shashu-Greninja submitted a new resource:

BW Location Signposts (v19.1) - Mimics BW and B2W@ Location SIgnpost Splash...

Introduction
This script is an update of Shiney570's BW Location SIgnpost script to Essentials v19.1, with a lot of improvement and new features.

Compatibility
This script has been tested compatible with Pokemon Essentials v19.1 and the Generation 8 Project for Essentials v19.1. Any version lower than that isn't tested for compatibility with this Plugin.

Changes from Shiney570's version
1...

Read more about this resource...
 

Cross Agento

Novice
Member
Joined
Jun 27, 2021
Posts
31
This is really great! There's a small issue in the code where some locations were not properly labeled, but I really quickly fixed that. Other than that, I love this!

BW_SignPosts.rb:
#===============================================================================
#BW signposts (original by Shiney570, updated by Shashu Greninja)
#===============================================================================
class LocationWindow

  def initialize(name)
    #Original BW, B2W2 Signposts
    newarr=[]
    for name in TOWN
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr.push(s)
      town=TOWN+newarr
    end
    newarr2=[]
    for name in CITY
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr2.push(s)
      city=CITY+newarr2
    end
    newarr3=[]
    for name in BRIDGE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr3.push(s)
      bridge=BRIDGE+newarr3
    end
    newarr4=[]
    for name in ROUTE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr4.push(s)
      route=ROUTE+newarr4
    end
    #Custom Signpost Initializations
    newarr5=[]
    for name in FOREST
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr5.push(s)
      forest=FOREST+newarr5
    end
    newarr6=[]
    for name in CAVE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr6.push(s)
      cave=CAVE+newarr6
    end
    newarr7=[]
    for name in PORT
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr7.push(s)
      port=PORT+newarr7
    end
    newarr8=[]
    for name in DESERT
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr8.push(s)
      desert=DESERT+newarr8
    end

    @frames=0
    @currentmap=$game_map.map_id
    name=$game_map.name
    @window=Sprite.new
    @window.z=99999
    @overlay=BitmapSprite.new(Graphics.width,Graphics.height)
    @overlay.z= 99999
    @route_number_icons = AnimatedBitmap.new(_INTL("Graphics/Pictures/Location/icon_numbers"))

    if SHOW_SEASONS == true
        @season=Sprite.new
        if pbIsSpring # Jan, May, Sep
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Spring")
        elsif pbIsSummer # Feb, Jun, Oct
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Summer")
        elsif pbIsAutumn # Mar, Jul, Nov
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Autumn")
        elsif pbIsWinter # Apr, Aug, Dec
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Winter")
        end
        @season.y=Settings::SCREEN_HEIGHT
        @season.z=99999
    end

    for i in 0..town.length-1
      if $game_map.name.include?(town[i]) || @currentmap==TOWN[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","town")
      end
    end
    for i in 0..city.length-1
      if $game_map.name.include?(city[i]) || @currentmap==CITY[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","city")
      end
    end
    for i in 0..bridge.length-1
      if $game_map.name.include?(bridge[i]) || @currentmap==BRIDGE[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","bridge")
      end
    end
    for i in 0..route.length-1
      if $game_map.name.include?(route[i]) || @currentmap==ROUTE[i]
        @route_number=$game_map.name.gsub(/[^0-9]/, '')
        if @route_number.to_i >= 100 #Uses wider Route callout for 3-digit route numbers
          @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","route_extended")
          @extended_route = true
        else
          @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","route")
          @extended_route = false
        end
      end
    end
    for i in 0..forest.length-1
      if $game_map.name.include?(forest[i]) || @currentmap==FOREST[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","forest")
      end
    end
    for i in 0..cave.length-1
      if $game_map.name.include?(cave[i]) || @currentmap==CAVE[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","cave")
      end
    end
    for i in 0..port.length-1
      if $game_map.name.include?(port[i]) || @currentmap==PORT[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","port")
      end
    end
    for i in 0..desert.length-1
      if $game_map.name.include?(desert[i]) || @currentmap==DESERT[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","desert")
      end
    end
    if @window.bitmap.nil?
      @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","none")
    end
    @window.y  = -@window.bitmap.height - 4
    @overlay.y = @window.y
    overlay = @overlay.bitmap
    pbSetSystemFont(@overlay.bitmap)
    if @extended_route
      textos=[
      [name,59+14,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    else
      textos=[
      [name,59,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    end
    pbDrawTextPositions(overlay,textos)
    #Draws the route numbers as Graphics...
    if @route_number != nil
      if @route_number.to_i >= 100 #Different positions according to route number
       pbDrawRouteNumber(@route_number,@window.bitmap,24-16,8+2)
      elsif @route_number.to_i >= 10
       pbDrawRouteNumber(@route_number,@window.bitmap,24-16,8+2)
      else
       pbDrawRouteNumber(@route_number,@window.bitmap,24-6,8+2)
     end
    end
    pbDrawTextPositions(overlay,textos)
  end

  def pbDrawRouteNumber(number,btmp,startX,startY,align=0)
    n = number.to_i.digits.reverse
    charWidth  = @route_number_icons.width/10
    charHeight = @route_number_icons
    .height
    startX -= charWidth*n.length if align==1
    n.each do |i|
      btmp.blt(startX,startY,@route_number_icons.bitmap,Rect.new(i*charWidth,0,charWidth,charHeight))
      startX += charWidth
    end
  end

  def disposed?
   @window.disposed?
   @overlay.disposed?
   if SHOW_SEASONS
     @season.disposed? if @season
   end
  end

  def dispose
    @window.dispose
    @overlay.dispose
    @season.dispose if @season
  end

  def update
    if @currentmap != $game_map.map_id
      dispose
    end
    return if @window.disposed?
    @window.update
    @overlay.update
    if @frames<10
      @window.y+= (@window.bitmap.height+0.1)/10
      @overlay.y+= (@window.bitmap.height+0.1)/10
      @season.y-= @season.bitmap.height/10 if @season
    elsif @frames>=90 && @frames<=100
      @window.y-= (@window.bitmap.height+0.1)/10
      @overlay.y-= (@window.bitmap.height+0.1)/10
      @season.y+= @season.bitmap.height/10 if @season
    elsif @frames>101
      @window.dispose; @overlay.dispose
      @season.dispose if @season
    end
    @frames+=1
  end
end
 

Shashu-Greninja

Greninja forever!
Member
Joined
Oct 22, 2020
Posts
36
This is really great! There's a small issue in the code where some locations were not properly labeled, but I really quickly fixed that. Other than that, I love this!

BW_SignPosts.rb:
#===============================================================================
#BW signposts (original by Shiney570, updated by Shashu Greninja)
#===============================================================================
class LocationWindow

  def initialize(name)
    #Original BW, B2W2 Signposts
    newarr=[]
    for name in TOWN
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr.push(s)
      town=TOWN+newarr
    end
    newarr2=[]
    for name in CITY
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr2.push(s)
      city=CITY+newarr2
    end
    newarr3=[]
    for name in BRIDGE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr3.push(s)
      bridge=BRIDGE+newarr3
    end
    newarr4=[]
    for name in ROUTE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr4.push(s)
      route=ROUTE+newarr4
    end
    #Custom Signpost Initializations
    newarr5=[]
    for name in FOREST
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr5.push(s)
      forest=FOREST+newarr5
    end
    newarr6=[]
    for name in CAVE
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr6.push(s)
      cave=CAVE+newarr6
    end
    newarr7=[]
    for name in PORT
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr7.push(s)
      port=PORT+newarr7
    end
    newarr8=[]
    for name in DESERT
      next if !name.is_a?(String)
      s=name.gsub(/^./) { |m| m.upcase }
      newarr8.push(s)
      desert=DESERT+newarr8
    end

    @frames=0
    @currentmap=$game_map.map_id
    name=$game_map.name
    @window=Sprite.new
    @window.z=99999
    @overlay=BitmapSprite.new(Graphics.width,Graphics.height)
    @overlay.z= 99999
    @route_number_icons = AnimatedBitmap.new(_INTL("Graphics/Pictures/Location/icon_numbers"))

    if SHOW_SEASONS == true
        @season=Sprite.new
        if pbIsSpring # Jan, May, Sep
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Spring")
        elsif pbIsSummer # Feb, Jun, Oct
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Summer")
        elsif pbIsAutumn # Mar, Jul, Nov
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Autumn")
        elsif pbIsWinter # Apr, Aug, Dec
          @season.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/Location/","Winter")
        end
        @season.y=Settings::SCREEN_HEIGHT
        @season.z=99999
    end

    for i in 0..town.length-1
      if $game_map.name.include?(town[i]) || @currentmap==TOWN[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","town")
      end
    end
    for i in 0..city.length-1
      if $game_map.name.include?(city[i]) || @currentmap==CITY[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","city")
      end
    end
    for i in 0..bridge.length-1
      if $game_map.name.include?(bridge[i]) || @currentmap==BRIDGE[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","bridge")
      end
    end
    for i in 0..route.length-1
      if $game_map.name.include?(route[i]) || @currentmap==ROUTE[i]
        @route_number=$game_map.name.gsub(/[^0-9]/, '')
        if @route_number.to_i >= 100 #Uses wider Route callout for 3-digit route numbers
          @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","route_extended")
          @extended_route = true
        else
          @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","route")
          @extended_route = false
        end
      end
    end
    for i in 0..forest.length-1
      if $game_map.name.include?(forest[i]) || @currentmap==FOREST[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","forest")
      end
    end
    for i in 0..cave.length-1
      if $game_map.name.include?(cave[i]) || @currentmap==CAVE[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","cave")
      end
    end
    for i in 0..port.length-1
      if $game_map.name.include?(port[i]) || @currentmap==PORT[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","port")
      end
    end
    for i in 0..desert.length-1
      if $game_map.name.include?(desert[i]) || @currentmap==DESERT[i]
        @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","desert")
      end
    end
    if @window.bitmap.nil?
      @window.bitmap=RPG::Cache.load_bitmap("Graphics/Pictures/Location/","none")
    end
    @window.y  = -@window.bitmap.height - 4
    @overlay.y = @window.y
    overlay = @overlay.bitmap
    pbSetSystemFont(@overlay.bitmap)
    if @extended_route
      textos=[
      [name,59+14,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    else
      textos=[
      [name,59,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    end
    pbDrawTextPositions(overlay,textos)
    #Draws the route numbers as Graphics...
    if @route_number != nil
      if @route_number.to_i >= 100 #Different positions according to route number
       pbDrawRouteNumber(@route_number,@window.bitmap,24-16,8+2)
      elsif @route_number.to_i >= 10
       pbDrawRouteNumber(@route_number,@window.bitmap,24-16,8+2)
      else
       pbDrawRouteNumber(@route_number,@window.bitmap,24-6,8+2)
     end
    end
    pbDrawTextPositions(overlay,textos)
  end

  def pbDrawRouteNumber(number,btmp,startX,startY,align=0)
    n = number.to_i.digits.reverse
    charWidth  = @route_number_icons.width/10
    charHeight = @route_number_icons
    .height
    startX -= charWidth*n.length if align==1
    n.each do |i|
      btmp.blt(startX,startY,@route_number_icons.bitmap,Rect.new(i*charWidth,0,charWidth,charHeight))
      startX += charWidth
    end
  end

  def disposed?
   @window.disposed?
   @overlay.disposed?
   if SHOW_SEASONS
     @season.disposed? if @season
   end
  end

  def dispose
    @window.dispose
    @overlay.dispose
    @season.dispose if @season
  end

  def update
    if @currentmap != $game_map.map_id
      dispose
    end
    return if @window.disposed?
    @window.update
    @overlay.update
    if @frames<10
      @window.y+= (@window.bitmap.height+0.1)/10
      @overlay.y+= (@window.bitmap.height+0.1)/10
      @season.y-= @season.bitmap.height/10 if @season
    elsif @frames>=90 && @frames<=100
      @window.y-= (@window.bitmap.height+0.1)/10
      @overlay.y-= (@window.bitmap.height+0.1)/10
      @season.y+= @season.bitmap.height/10 if @season
    elsif @frames>101
      @window.dispose; @overlay.dispose
      @season.dispose if @season
    end
    @frames+=1
  end
end
Thanks both remarks and the bug, I will release the update soon enough!!
 

Shashu-Greninja

Greninja forever!
Member
Joined
Oct 22, 2020
Posts
36

Shater36

Rookie
Member
Joined
Jul 30, 2021
Posts
3
i dont know anything abaut scripting so i dont know if it would be dificult to add but could there be a way to show the time of day (morning, afternoon, evening, night) instead of the seasons?
 
Last edited:

BigManJones

Rookie
Member
Joined
Apr 18, 2022
Posts
1
This is a very nice plugin but when I made a new map and playtested it. It only put the none picture on it I'm not sure why that happens.
 

Richard PT

Cooltrainer
Member
Joined
Oct 26, 2018
Posts
127
Nice pluging, by the way, i'm planning to change the graphics, so, can you tell me how to "push" for ex: the location words down a bit? So i can position the words better for the new graphics.
 

Shashu-Greninja

Greninja forever!
Member
Joined
Oct 22, 2020
Posts
36
Nice pluging, by the way, i'm planning to change the graphics, so, can you tell me how to "push" for ex: the location words down a bit? So i can position the words better for the new graphics.
Thanks for the feedback, I haven't been in touch with this plugin for quite a while now, so I will let you know tomorrow....
 

Richard PT

Cooltrainer
Member
Joined
Oct 26, 2018
Posts
127
Thanks for the feedback, I haven't been in touch with this plugin for quite a while now, so I will let you know tomorrow....
The script works well in essentials v20, but the location and seasons text need to be fixed. Please can you update it?
 

Sonicover

Trainer
Member
Joined
Jan 14, 2022
Posts
50
The script works well in essentials v20, but the location and seasons text need to be fixed. Please can you update it?
For the location text you mean that it is a bit higher than usual? You can easily fix that by going to the BW_Singpost.rb and in line 146 and 150 change the values of the Y

Ruby:
if @extended_route
      textos=[
      [name,59+14,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    else
      textos=[
      [name,59,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    end

Replace the "8-12" for other value. I have it at "10-0" and seems to work well
 

Richard PT

Cooltrainer
Member
Joined
Oct 26, 2018
Posts
127
For the location text you mean that it is a bit higher than usual? You can easily fix that by going to the BW_Singpost.rb and in line 146 and 150 change the values of the Y

Ruby:
if @extended_route
      textos=[
      [name,59+14,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    else
      textos=[
      [name,59,8-12,0,Color.new(255,255,255),Color.new(115,115,115)],
      ]
    end

Replace the "8-12" for other value. I have it at "10-0" and seems to work well
That's exactly what i need to know. Thx.
 

Studio_Void

Rookie
Member
Joined
Nov 23, 2022
Posts
2
Understood. Thank you.
Technically it does still work but you have to manually add it to the script editor - at least that's what I did. It isn't recognized as a plugin but it does work in the script editor.
[EDIT] Actually, I was wrong ,If you update the meta file to 20.1 it will work just fine no need to add it in the script editor manually. :)
 

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    196 bytes · Views: 125
Last edited:
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