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Changing Names

Started by nevfx, January 17, 2007, 08:10:24 PM

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nevfx

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?

Blizzard

Goes automagically after the player inputs a name.
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nevfx


Blizzard

Maybe something is wrong with your scripts. Post the Window_Name_Input or whatever and Scene_Name.
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Snailer

I think he means that it will change when message is shown..
To do that you need a command but don't know it >.<

Blizzard

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.
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nevfx

#6
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

Blizzard

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.
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nevfx

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.

nevfx

#9
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.

Blizzard

Lol, no problem. I am here to help.
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