[DYNRPG] CMS TOOLS: HERO RENAME
Import/Export the hero name to variables to create your own Enter hero name screen!
- PepsiOtaku
- 03/02/2014 04:07 AM
- 5772 views
========================================================================
CMS Tools: Hero Rename v1.0
For RPG Maker 2003 with DynRPG v0.20 or higher
By PepsiOtaku
========================================================================
This plugin allows you to extract the name of a hero to a range of variables. Each variable represents the ASCII value of a letter. See the included ASCII table for a list of basic values (32-127). Extended ascii values are also supported, but instead of 128+, they need to be set to -1 to -127ish. You can experiment to find out what the values are. The actual extended ASCII table can be found here: http://www.ascii-code.com/
Additionally, you can set a range of variables to their ascii values manually, and then store it back into the hero's name.
With that ability, you can create something like this:
Installation
To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here:
http://share.cherrytree.at/showfile-12494/dynrpg.rar (Link for v0.20)
http://cherrytree.at/dynrpg
1. Copy the "game_hero_rename.dll" into the DynPlugins folder of your own project.
2. ????
3. Profit!
Comment Commands/Instructions
@dbname_to_vars - Extracts the Database name of the specified hero to a range of variables
- Parameter 1 (number): Database ID of a hero
- Parameter 2 (number): Variable of the first character in the name. Additional characters will be stored in subsequent variables up to 12.
Example: If the name is "Alex"
Variable 1: 65 (A)
Variable 2: 108 (l)
Variable 3: 101 (e)
Variable 4: 120 (x)
@vars_to_name - Takes 12 variables in a row, and matches the values to their ASCII characters, and looks for a Change Hero Name event command directly after it with @dyn in the New Name field. If @dyn is not found, the name will not be converted!
- Parameter 1 (number): Database ID of the hero
- Parameter 2 (number): Variable of the first character in the name. It and subsequent variables (up to 12) will be converted to ASCII. If any of the 12 variables are 0, then the plugin will only read up to that variable.
Example:
Variable 1: 65 (A)
Variable 2: 108 (l)
Variable 3: 101 (e)
Variable 4: 120 (x)
Variable 5: 0
Variable 6: 74 (J)
Variable 7: 114 (r)
The name will still only be "Alex." The reason for this is because the string needs to use the 0 as an endpoint. If you wanted a space character instead, use "32."
Note: you can set any "number" parameter in DynRPG to the variable ID of your choice, so "V123" would be the value of variable 123.
CMS Tools: Hero Rename v1.0
For RPG Maker 2003 with DynRPG v0.20 or higher
By PepsiOtaku
========================================================================
This plugin allows you to extract the name of a hero to a range of variables. Each variable represents the ASCII value of a letter. See the included ASCII table for a list of basic values (32-127). Extended ascii values are also supported, but instead of 128+, they need to be set to -1 to -127ish. You can experiment to find out what the values are. The actual extended ASCII table can be found here: http://www.ascii-code.com/
Additionally, you can set a range of variables to their ascii values manually, and then store it back into the hero's name.
With that ability, you can create something like this:
Installation
To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here:
http://share.cherrytree.at/showfile-12494/dynrpg.rar (Link for v0.20)
http://cherrytree.at/dynrpg
1. Copy the "game_hero_rename.dll" into the DynPlugins folder of your own project.
2. ????
3. Profit!
Comment Commands/Instructions
@dbname_to_vars - Extracts the Database name of the specified hero to a range of variables
- Parameter 1 (number): Database ID of a hero
- Parameter 2 (number): Variable of the first character in the name. Additional characters will be stored in subsequent variables up to 12.
Example: If the name is "Alex"
Variable 1: 65 (A)
Variable 2: 108 (l)
Variable 3: 101 (e)
Variable 4: 120 (x)
@vars_to_name - Takes 12 variables in a row, and matches the values to their ASCII characters, and looks for a Change Hero Name event command directly after it with @dyn in the New Name field. If @dyn is not found, the name will not be converted!
- Parameter 1 (number): Database ID of the hero
- Parameter 2 (number): Variable of the first character in the name. It and subsequent variables (up to 12) will be converted to ASCII. If any of the 12 variables are 0, then the plugin will only read up to that variable.
Example:
Variable 1: 65 (A)
Variable 2: 108 (l)
Variable 3: 101 (e)
Variable 4: 120 (x)
Variable 5: 0
Variable 6: 74 (J)
Variable 7: 114 (r)
The name will still only be "Alex." The reason for this is because the string needs to use the 0 as an endpoint. If you wanted a space character instead, use "32."
Note: you can set any "number" parameter in DynRPG to the variable ID of your choice, so "V123" would be the value of variable 123.
Details
- 223.9 KB
- 183
- 12/23/2023 04:31 PM
Actions
Posts
Pages:
1
Wow It's amazing PepsiOtaku! I downloaded and i try to make a Custom hero rename, but i don't know the way to if a press "S", this letter appears in the name zone (in your case Sparrow name zone). Sorry for my English man! xD
Ahh that's a easy way to do it. There's a keyboard/mouse plugin on the DynRPG website that can do that. It basically turns on a switch you assign to A key. You would just have to do this to all the keys you want to detect.
So if I combine the hero rename plugin and Keyborad plugin, i can do that, thanks man! I prove it, but i am a fail programmer xDDD can you write me and example for one letter?
Thanks a lot for your time!
Thanks a lot for your time!
Oh man, you're killing me. :P I'm way too lazy for that.
Here's the keyboard plugin if you couldn't find it or something:
http://cherrytree.at/cms/lang/en/download/?did=21
So with the plugin instructions above in mind, create an auto-start event (or parallel process if you prefer), create a loop from the point where you check for key presses (@CheckAllKeys XXX), where X is the variable ID that will store the virtual key code for the key being pressed. If you want to limit the keys that can be pressed, use "@CheckKey XXX, YYY" where XXX is the key code, and YYY is a switch to store its state. There's more about those in the keyboard plugin's readme.
Basically from there, you could throw in some UI stuff, like using CheckAllKeys to put the virtual key codes directly into each the 12 variables for this plugin. That would probably be the quickest way, but you'd have to exclude all the key codes you don't want in your hero names. From there, it's just UI work.
Here's the keyboard plugin if you couldn't find it or something:
http://cherrytree.at/cms/lang/en/download/?did=21
So with the plugin instructions above in mind, create an auto-start event (or parallel process if you prefer), create a loop from the point where you check for key presses (@CheckAllKeys XXX), where X is the variable ID that will store the virtual key code for the key being pressed. If you want to limit the keys that can be pressed, use "@CheckKey XXX, YYY" where XXX is the key code, and YYY is a switch to store its state. There's more about those in the keyboard plugin's readme.
Basically from there, you could throw in some UI stuff, like using CheckAllKeys to put the virtual key codes directly into each the 12 variables for this plugin. That would probably be the quickest way, but you'd have to exclude all the key codes you don't want in your hero names. From there, it's just UI work.
Pages:
1