This is a very n00bish question, but I need to ask it.
How can you change the names of the actors to the name you input under the "Name Input Processing" event command?
Goes automagically after the player inputs a name.
It didn't for me...
Maybe something is wrong with your scripts. Post the Window_Name_Input or whatever and Scene_Name.
I think he means that it will change when message is shown..
To do that you need a command but don't know it >.<
If Snailer is right, you need to use \n[X] in messages if you want to show the actor's real names. X is the ID of the actor in the database.
I know that yeah.
#==============================================================================
# ** Window_NameInput
#------------------------------------------------------------------------------
# This window is used to select text characters on the input name screen.
#==============================================================================
class Window_NameInput < Window_Base
CHARACTER_TABLE =
[
"A","B","C","D","E",
"F","G","H","I","J",
"K","L","M","N","O",
"P","Q","R","S","T",
"U","V","W","X","Y",
"Z"," "," "," "," ",
"+","-","*","/","!",
"1","2","3","4","5",
"" ,"" ,"" ,"" ,"" ,
"a","b","c","d","e",
"f","g","h","i","j",
"k","l","m","n","o",
"p","q","r","s","t",
"u","v","w","x","y",
"z"," "," "," "," ",
"#","$","%","&","@",
"6","7","8","9","0",
"" ,"" ,"" ,"" ,"" ,
]
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@index = 0
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Text Character Acquisition
#--------------------------------------------------------------------------
def character
return CHARACTER_TABLE[@index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...90
x = 140 + i / 5 / 9 * 180 + i % 5 * 32
y = i / 5 % 9 * 32
self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)
end
self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor is positioned on [OK]
if @index >= 90
self.cursor_rect.set(428, 9 * 32, 48, 32)
# If cursor is positioned on anything other than [OK]
else
x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32
y = @index / 5 % 9 * 32
self.cursor_rect.set(x, y, 32, 32)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If cursor is positioned on [OK]
if @index >= 90
# Cursor down
if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index -= 90
end
# Cursor up
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index -= 90 - 40
end
# If cursor is positioned on anything other than [OK]
else
# If right directional button is pushed
if Input.repeat?(Input::RIGHT)
# If directional button pressed down is not a repeat, or
# cursor is not positioned on the right edge
if Input.trigger?(Input::RIGHT) or
@index / 45 < 3 or @index % 5 < 4
# Move cursor to right
$game_system.se_play($data_system.cursor_se)
if @index % 5 < 4
@index += 1
else
@index += 45 - 4
end
if @index >= 90
@index -= 90
end
end
end
# If left directional button is pushed
if Input.repeat?(Input::LEFT)
# If directional button pressed down is not a repeat, or
# cursor is not positioned on the left edge
if Input.trigger?(Input::LEFT) or
@index / 45 > 0 or @index % 5 > 0
# Move cursor to left
$game_system.se_play($data_system.cursor_se)
if @index % 5 > 0
@index -= 1
else
@index -= 45 - 4
end
if @index < 0
@index += 90
end
end
end
# If down directional button is pushed
if Input.repeat?(Input::DOWN)
# Move cursor down
$game_system.se_play($data_system.cursor_se)
if @index % 45 < 40
@index += 5
else
@index += 90 - 40
end
end
# If up directional button is pushed
if Input.repeat?(Input::UP)
# If directional button pressed down is not a repeat, or
# cursor is not positioned on the upper edge
if Input.trigger?(Input::UP) or @index % 45 >= 5
# Move cursor up
$game_system.se_play($data_system.cursor_se)
if @index % 45 >= 5
@index -= 5
else
@index += 90
end
end
end
# If L or R button was pressed
if Input.repeat?(Input::L) or Input.repeat?(Input::R)
# Move capital / small
$game_system.se_play($data_system.cursor_se)
if @index < 45
@index += 45
else
@index -= 45
end
end
end
update_cursor_rect
end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
# This class performs name input screen processing.
#==============================================================================
class Scene_Name
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_actors[$game_temp.name_actor_id]
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@edit_window.update
@input_window.update
# If B button was pressed
if Input.repeat?(Input::B)
# If cursor position is at 0
if @edit_window.index == 0
return
end
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Delete text
@edit_window.back
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If cursor position is at [OK]
if @input_window.character == nil
# If name is empty
if @edit_window.name == ""
# Return to default name
@edit_window.restore_default
# If name is empty
if @edit_window.name == ""
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
return
end
# Change actor name
@actor.name = @edit_window.name
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If cursor position is at maximum
if @edit_window.index == $game_temp.name_max_char
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If text character is empty
if @input_window.character == ""
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Add text character
@edit_window.add(@input_window.character)
return
end
end
end
Hm... I don't see anything wrong with them... Do you have a script that has modified the Interpreter class? Post a list of all scripts that you are using.
All the default scripts.
Your Tons Of Add ons:
CENTRE BATTLER: ON
BARS: ON
ALL UTILITY EXCEPT HPSPPLUSS AND DEATH TOLL: ON
ALL STATUS AND SKILL ADD ONS OFF
ANIMATED TITLE AND EQ SKILLS OFF
LETTER BY LETTER (NO SDK)
ANIMATED SAVE FILES
And there is a cutscene before the title screen.
Sorry to double post but I think I might know. After changing the name, I added them to the part with "Initialize" ticked. Is that why?
EDIT: It is. I feel like a n00b, sorry to waste your time.
Lol, no problem. I am here to help.