RANDOM NAMER 1.0
By: IXFURU
INTRODUCTION
This script gives the user the ability to change actor and enemy names to those he/she creates.
FEATURES
-can change actor's names randomly at runtime
-can change enemy names (though not at runtime)
-can alter the "Enemy emerged" string.
-can set up naming for males OR females for actors
-can set up enemy names, keeping their original names, or hiding the original creatures name completely
HOW TO USE
Just grab the script from below, or from the pastebin link. Copy and paste it into your project below materials and above main. Follow instructions in script to set up for your personal purposes.
SCREENSHOTS
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb38%2FDwiguitar%2FRN2b.png&hash=18767db4afda58b5ef8d35aee8c7d3445819fa21)
An actor's name has changed!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb38%2FDwiguitar%2FRN1.jpg&hash=8d6f20220835e3c6d7ecfc3efcada74d9eab2f3f)
An enemy's name has changed![/spoiler]
CREDITS
Just credit me, IXFURU, in your project somewhere. You can use this scirpt as you can any of my scripts free for NON-COMMERCIAL or COMMERCIAL work, provided that credit is given!
THE SCRIPT
http://pastebin.com/k2WFQgbs (http://pastebin.com/k2WFQgbs)
[spoiler]# Random Namer 1.0
# By: Ixfuru
# 9/1/12
################################################################################
# This script renames actors and enemies with a script call.
# $game_actors[x].random_male_actor_name
# or
# $game_actors[x].random_female_actor_name
# Or you can replace $game_actors[x], with $game_party.members[x] to name the
# member in the party in the x position. 0 is the leader.
# Replace x with actor's id from the database. Replace string with whatever
# you wish to rename the actor.
# Troop names will be changed automatically based on random enemy names
# you supply.
#
# To change the original database name of the enemy, you'll need to set
# up the ENEMY_NAMES hash in the configuration section.
################################################################################
# Place above Main, below materials.
# Credit Ixfuru
################################################################################
# CONFIGURATION SECTION
#===============================================================================
module RandomNamer
ACTOR_MALE_NAMES = [#<<<Don't be deleting this!
"Illusio", "Mongraneer", "Vestucius", "Dogram", "Hashbicayo", "Mikael",
"Stoltz", "Myron", "Baxter", "Handance", "Rinton", "Mavery", "Dooblyn",
"Skyche", "Rex", "Bando"
]#<<<<Don't be deleting this either!
ACTOR_FEMALE_NAMES = [#Don't delete this!
"Shy", "Vola", "Geshnali", "Raishelle", "Erva", "Scarlet", "Heather", "Roma",
"Tempest", "Roxanne", "Vera", "Lacy", "Katherine", "Maricela"
]#<<<<<Don't be deleting this one!!!
# The following hash is used to store enemy ids. These are enemies which will
# be given random names upon encounter. Any id left out of the hash, will
# resort back to the default way of creating names.
ENEMY_NAMES = {#<<<<Don't delete this!
1 => ["Riccochet", "Weevil", "Badgeler", "Drollamere", "Skontz", "Rofford"],
2 => ["Mynx", "Evlighar", "Rhynecold", "Beegun", "Wishwar", "Foster"],
3 => ["Cryltagin", "Smutz", "Girghahk", "Brutchmoor", "Leinagogus"],
4 => ["Spash", "Mumlegodeen", "Smarzwhack", "Eildrew"],
5 => ["Kurtresimo", "Urd", "Kuuma", "Dranylvin", "Shmodtoker", "Rhankbreem"],
6 => ["Brokdaitos", "Skeem", "Pladakhar", "Mynutsk", "Implig"],
7 => ["Dwaveer", "Shuck", "Penpacali", "Domerbron", "Bread", "Cashigu"],
8 => ["Lemplig", "Vaskway", "Armskot", "Trumidge", "Clobernotes"],
9 => ["Diveque", "Hajku", "Everszway", "Aloom", "Cudolf"],
10 => ["Yeq", "Harf", "Ruk", "Stok", "Erk"]
}#<<<<<Don't delete this!
# This constant boolean reflects how you want the names to be displayed.
# If this is set to false, the name will be displayed as JUST the random name.
# If true, it will add the random name, following the actual name of the enemy.
# Like this "Bat Freddy".
SPECIES_PLUS_NAME = false
# This constant is used to replace the old "An Enemy Emerged" that is displayed
# on the outset of any battle with a new string, using the ENEMY NAMES.
USE_NEW_EMERGED = true
end
#===============================================================================
# END CONFIGURATION SECTION
################################################################################
#===============================================================================
################################################################################
# Game Enemy
################################################################################
class Game_Enemy < Game_Battler
include RandomNamer
alias rn_ge_name name unless $@
def name
enkeys = ENEMY_NAMES.keys
ranname = ENEMY_NAMES[@enemy_id].size - 1
if enkeys.include?(@enemy_id)
if SPECIES_PLUS_NAME
return @original_name + " " + ENEMY_NAMES[@enemy_id][rand(ranname)]
else
return ENEMY_NAMES[@enemy_id][rand(ranname)]
end
else
rn_ge_name
end
end
end
#===============================================================================
################################################################################
class Game_Actor < Game_Battler
include RandomNamer
def random_male_actor_name
rn = ACTOR_MALE_NAMES.size
new_name = rand(rn - 1)
@name = ACTOR_MALE_NAMES[new_name]
end
def random_female_actor_name
rn = ACTOR_FEMALE_NAMES.size
new_name = rand(rn - 1)
@name = ACTOR_FEMALE_NAMES[new_name]
end
end
#===============================================================================
################################################################################
# Game Troop
################################################################################
class Game_Troop < Game_Unit
include RandomNamer
alias rn_gt_enemy_names enemy_names unless $@
def enemy_names
if USE_NEW_EMERGED
names = []
for enemy in members
names.push(enemy.name)
end
return names
else
rn_gt_enemy_names
end
end
end[/spoiler]
Used in unison with a code that changes item names, I can see how this could work well with a radiant quest style.