Hey ich hab hier ein paar probleme mit diesem Script, und hoffe ihr helft mir weiter. Also dieses Script soll beim betreten von der Stadt oder einem gebiebt den Namen oben links anziegen. Aber wie kann ich das machen das dieser name angezeigt wird. Wenn ichs richtig verstanden hab könnte man auch ein kleines Image anstatt nur dem Text erscheinen lassen, also wenn mir des jemand sagen könnte wo und ob ich ein Image in den Spiele ordner hochladen muss oder wie das funktioniert und wie ich es dann schaff das ich es bei jedem neuen gebiet mit dem jeweiligen Namen angezeigt bekomm wäre ich sehr dankbar^^

Code:
#============================================================================
# ** Map Location Popup
#----------------------------------------------------------------------------
# Yeyinde
# 1.0.0
# 06/07/07
# SDK Version : (2.2) - Parts: I, III
#============================================================================

#-----------------------------------------------------------------------------
# SDK Auto-installer
#-----------------------------------------------------------------------------
unless Object.const_defined?(:SDK)
  begin
    require 'SDK'
  rescue LoadError
    print 'This script (Map Location Popup) requires the SDK to run.'
    exit 1
  end
end

#-----------------------------------------------------------------------------
# SDK Log
#-----------------------------------------------------------------------------
SDK.log('Map Location Popup', 'Yeyinde', '1.00', '06/07/07')

#-----------------------------------------------------------------------------
# SDK Check Requirements
#-----------------------------------------------------------------------------
SDK.check_requirements(2.2, [1, 3])

#-----------------------------------------------------------------------------
# SDK Enabled Check
#-----------------------------------------------------------------------------
if SDK.enabled?('Map Location Popup')

#==============================================================================
# ** Location_Popup
#------------------------------------------------------------------------------
#  Customization module
#==============================================================================

module Location_Popup
  # Display Type (0:text 1:image)
  DISPLAY_TYPE = 0
  # Show Type (0:fade 1:scroll)
  SHOW_TYPE = 1
  # Showing Duration (Excludes transition time) - Units: Frames
  SHOW_TIME = 100
  # Transition Duration (For one transition) - Units: Frames
  TRANSITION_TIME = 10
  # Image Type (0:MapID 1:MapName)
  IMAGE_TYPE = 0
  # Image Prefix (For DISPLAY_TYPE 1)
  IMAGE_PREFIX = 'Location_'
  # Image Sufix (For DISPLAY_TYPE 1)
  IMAGE_SUFFIX = ''
  # Popup exemptions (Syntax: [map_id1, mapid2, etc.] EX. [1, 5, 6])
  NO_POPUP_MAPS = []
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #---------------------------------------------------------------------------
  # * Aliasing
  #---------------------------------------------------------------------------
  alias_method :map_name_popup_int, :initialize
  #---------------------------------------------------------------------------
  # * Public Instance Variables
  #---------------------------------------------------------------------------
  attr_accessor :new_location_name
  attr_accessor :location_popup_show
  #---------------------------------------------------------------------------
  # * Object Initialization
  #---------------------------------------------------------------------------
  def initialize
    # Call aliased method
    map_name_popup_int
    # Crate new variables
    @new_location_name = ''
    @location_popup_show = false
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #---------------------------------------------------------------------------
  # * Aliasing
  #---------------------------------------------------------------------------
  alias_method :map_name_popup_setup, :setup
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
  def setup(map_id)
    # Call aliased method
    map_name_popup_setup(map_id)
    # Set temporary variable
    if Location_Popup::DISPLAY_TYPE == 0 || 
        (Location_Popup::DISPLAY_TYPE == 1 && Location_Popup::IMAGE_TYPE == 1)
      location_text = $data_mapinfos[@map_id].name
    else
      location_text = @map_id.to_s
    end
    $game_temp.new_location_name = location_text
    $game_temp.location_popup_show = true
  end
end

#==============================================================================
# ** Sprite_LocationPopup
#------------------------------------------------------------------------------
#  This sprite is used to display the current location when it is entered.  It
#  observes $game_temp.new_location_name to know when to refresh
#==============================================================================

class Sprite_LocationPopup < Sprite
  #---------------------------------------------------------------------------
  # * Object Initialization
  #---------------------------------------------------------------------------
  def initialize
    # Call superclass method
    super()
    # Set co-ordinates
    self.x = 640
    self.y = 16
    self.z = 999999
    # Set some variables to save space
    @show_time = Location_Popup::SHOW_TIME
    @transition_time = [Location_Popup::TRANSITION_TIME, 1].max
    # Refresh
    refresh
  end
  #---------------------------------------------------------------------------
  # * Reset Variables
  #---------------------------------------------------------------------------
  def reset_variables
    @current_location = $game_temp.new_location_name
    @frames_remaining = @show_time + @transition_time * 2
  end
  #---------------------------------------------------------------------------
  # * Refresh
  #---------------------------------------------------------------------------
  def refresh
    # Clear existing bitmap
    if self.bitmap != nil
      self.bitmap.dispose
      self.bitmap = nil
    end
    # Reset variables
    reset_variables
    # Stop if the location is not to be displayed on this map
    if Location_Popup::NO_POPUP_MAPS.include?($game_map.map_id) ||
        !$game_temp.location_popup_show
      @frames_remaining = 0
      return 
    end
    $game_temp.location_popup_show = false
    # Branch for text display
    if Location_Popup::DISPLAY_TYPE == 0
      text = @current_location
      bitmap = Bitmap.new(32, 32)
      width = bitmap.text_size(text).width + 8
      bitmap.dispose
      self.bitmap = Bitmap.new(width, 32)
      self.bitmap.draw_text(0, 0, width, 32, text)
    else # Branch for image display
      name = Location_Popup::IMAGE_PREFIX + @current_location + 
        Location_Popup::IMAGE_SUFFIX
      self.bitmap = RPG::Cache.picture(name)
    end
    # Reset x co-ordinates
    self.x = Location_Popup::SHOW_TYPE == 0 ? 640 - 16 - self.bitmap.width : 640
    # Set opacity if fade type
    self.opacity = 0 if Location_Popup::SHOW_TYPE == 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Call superclass method
    super
    # Refresh if location was changed
    refresh if @current_location != $game_temp.new_location_name
    # If there is still a frame remaining
    if @frames_remaining > 1
      # Branch per frames remaining
      case @frames_remaining
      when (@show_time + @transition_time )...(@show_time + 
          @transition_time * 2)
        # Branch per showing type
        if Location_Popup::SHOW_TYPE == 0
          self.opacity += 256 / @transition_time
        else
          self.x -= (self.bitmap.width + 16) / @transition_time
        end
      when 1..(@transition_time + 1)
        # Branch per showing type
        if Location_Popup::SHOW_TYPE == 0
          self.opacity -= 256 / @transition_time
        else
          self.x += (self.bitmap.width + 16) / @transition_time
        end
      end
      # Remove one frame
      @frames_remaining -= 1
    end
  end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #---------------------------------------------------------------------------
  # * Aliasing
  #---------------------------------------------------------------------------
  alias_method :map_name_popup_database, :main_database
  #--------------------------------------------------------------------------
  # * Main Processing : Database Initialization
  #--------------------------------------------------------------------------
  def main_database
    # Call aliased method
    map_name_popup_database
    # If global variable $data_mapinfos has not yet been defined
    #  and if the setup is to use the map name in some way (Text/Mapname image)
    if $data_mapinfos.nil? && Location_Popup::DISPLAY_TYPE == 0 || 
        (Location_Popup::DISPLAY_TYPE == 1 && Location_Popup::IMAGE_TYPE == 1)
      # Load Mapinfos data
      $data_mapinfos = load_data('Data/MapInfos.rxdata')
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #---------------------------------------------------------------------------
  # * Aliasing
  #---------------------------------------------------------------------------
  alias_method :map_name_popup_sprite, :main_sprite
  #--------------------------------------------------------------------------
  # * Main Processing : Sprite Initialization
  #--------------------------------------------------------------------------
  def main_sprite
    map_name_popup_sprite
    @location_popup_sprite = Sprite_LocationPopup.new
  end
end

end
#-----------------------------------------------------------------------------
# End SDK Enabled Check
#-----------------------------------------------------------------------------