KAZSTRING BY KAZE
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Whoa, sounds like a perfume commercial.
On demand, I basically begged and pleaded for a name/variable handling event. So Kazesui caved to my selfish whims, and here it is.
http://rpgmaker.net/users/Kazesui/locker/KazString.zip
What can it do?
It can store a string to a name. (You can literally type "Hello World" and rename a character that)
It can store the name of a item to a name.
It can store the name of a condition to a name.
It can compare one name with another, turning on a switch if they're the same.
So what? Well, let's say you wanted to display something in battle (my example was DynText (also by Kaze) which allowed item names to be displayed, but because it ran using pictures, you couldn't use it in battle. All you need to do to save the item's name to a name is @store_item (number of hero), V(number) and the item previously stored is displayed immediately. This previously took writing the name of each event, meaning hundreds of naming events since there wasn't a real way to name a variable item. Now it does this storage and display of item names in three lines (the third being adding the item)!

I think you could also do something like store a condition name in one hero, and store an effect that "causes" it in another (by naming that after the condition, and checking against the name. It's not much, but it is a very user-friendly way to handle variables and other things that are largely off-limits with existing code.
Update: You can also do after-battle events by putting a name in the Turn 0 event set, and checking after battle to see if the name matches up.
On demand, I basically begged and pleaded for a name/variable handling event. So Kazesui caved to my selfish whims, and here it is.
http://rpgmaker.net/users/Kazesui/locker/KazString.zip
What can it do?
It can store a string to a name. (You can literally type "Hello World" and rename a character that)
It can store the name of a item to a name.
It can store the name of a condition to a name.
It can compare one name with another, turning on a switch if they're the same.
So what? Well, let's say you wanted to display something in battle (my example was DynText (also by Kaze) which allowed item names to be displayed, but because it ran using pictures, you couldn't use it in battle. All you need to do to save the item's name to a name is @store_item (number of hero), V(number) and the item previously stored is displayed immediately. This previously took writing the name of each event, meaning hundreds of naming events since there wasn't a real way to name a variable item. Now it does this storage and display of item names in three lines (the third being adding the item)!

I think you could also do something like store a condition name in one hero, and store an effect that "causes" it in another (by naming that after the condition, and checking against the name. It's not much, but it is a very user-friendly way to handle variables and other things that are largely off-limits with existing code.
Update: You can also do after-battle events by putting a name in the Turn 0 event set, and checking after battle to see if the name matches up.
Okay, after some experimenting, and alot of C++ research (I'm not nearly the programmer Kaze is), I modified this code, adding a skill effect, and the option to store/load files outside rpg2003 (it saves to "dynstore.txt"), and even the ability to use simple arrays.
KazString Final
The file store can be used to do interesting stuff like making a NewGame+ load when you select New instead of just load. It could also be used to store things that could be imported to another game (remember Oracle of Seasons and Oracle of Ages? Sort of like that).
The array can store stuff like multiple character stats, or multiple variables. But perhaps the best use for it is making unique treasure chests in Rpg2k3.
Use @array_variable to pull arrays to a variable where they can be used as numbers, and @store_array to set the array. Using this, you can set a variable to check for greater/equal 1 (previously opened), and set the initial open event as else with store_array as 1 after first open.
KazString Final
The file store can be used to do interesting stuff like making a NewGame+ load when you select New instead of just load. It could also be used to store things that could be imported to another game (remember Oracle of Seasons and Oracle of Ages? Sort of like that).
The array can store stuff like multiple character stats, or multiple variables. But perhaps the best use for it is making unique treasure chests in Rpg2k3.
Use @array_variable to pull arrays to a variable where they can be used as numbers, and @store_array to set the array. Using this, you can set a variable to check for greater/equal 1 (previously opened), and set the initial open event as else with store_array as 1 after first open.
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