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CUSTOM NAMING SYSTEM?

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So I'm in the process of creating eighty million custom menu systems, and I got stuck at one part ; Naming the hero :0

I've not seen anybody else do this, which leads me to believe that it can't be done (and I think many people would like to escape the horrors of that buggy "Enter Hero Name" command), but I've made it a point to make this CMS consistent and having the "Enter Hero Name" command would just totally break the whole thing.



Now here's the thing : I can get this menu to work! Bad thing is, it's just pictures and Rm2k doesn't actually store any name data. It would be nice if I could execute fork conditions within the message box, so I could assign numbers to variables which in turn would produce a certain letter within the message box. Unfortunately, the message box only can produce numbers from variables, and not letters.

So I obviously have absolutely no idea how to go about this. Anybody have an idea, or will I have to sacrifice perfection and begrudgingly use the "Enter Hero Name" command? :<
Prepare to make 26 to the power of 7 cases for every possible name. So pretty much you have to use the enter hero name.. Did that even work in 2k/2k3?
You can store each letter in its own hero name record, and then just display all eight hero names in the message box.
So you have to type 7 escape sequences to report the hero name every time you use it, and you'll have to do something about the hero name in the menu.
author=WolfCoder
So you have to type 7 escape sequences to report the hero name every time you use it, and you'll have to do something about the hero name in the menu.


I'm not sure what you mean by an escape sequence, but if Miracle is using a custom menu then it shouldn't be an issue. Really, my solution is to just use the default naming system or just remove the ability to rename characters. Does it really matter if he is named Joe or Mack?
Hmm well I think I've come to my decision :> To be honest this is for a Western style RPG, which means basically no character backstory, which is why I wanted players to be able to name them. :> Also, I meant that the character creation sequence would be made up of CMSs, the in-game menu will be default. Thanks you guys!
From what I remember, most people just do this,
Empty hero slot a
Empty hero slot b
Empty hero slot c
etc. and when it's typed in the message box it's like \n\netc.

then each slot has a switch and then if that switch is on then the letter applies to another slot etc. The only problem is that it has a reallllyyyy long list of conditional branches. But hey, at least you sticked with the default one :D

Well yeah when Jude suggested that I use more than one /n thing I had that epiphany, but then WolfCoder had to shatter my dreams with stupid logic when he mentioned the Main Menu. I honestly don't mind doing the /n command over and over in the text boxes but just what would I do about the main menu when it tries to display the hero's name? :<
For Power Patch, there is a plugin called HeroAccess, which allows you to set the hero name from a script. You could get one variable for every letter, put them together and write them into a hero name.

For RM2k3, there would be the (easier) solution "Revolution Patch", which is currently in development... but I could give you a pre-release if you want.
chana
(Socrates would certainly not contadict me!)
1584
author=Jude
Really, my solution is to just use the default naming system or just remove the ability to rename characters. Does it really matter if he is named Joe or Mack?

It really exasperates me to have to rename the characters. To me, it "breaks" the story, which i didn't make, the names chosen by the author are part of the story.
If I added an escape sequence that would display character N in the current charset (font), then you could make that the hero's name in 20XX and hopefully it recurses correctly so that if you did the typical \n then it resolves right down into the actual name you set via numbers...

But it would be easier if I did a list of variables to change the name of any basic entry in the database, hero, item, monster, whatever. Much easier to implement and roll out if you need and much more powerful.

Every name of everything executes all escape characters (except tempo) in the default 20XX menu system as well, but you're making your own anyway.

Combine these two basic features and you can do all sorts of things like let the user name weapons and stuff.

Send me a ZIP of your project if you want me to test against your custom menu system if it doesn't currently work at all in 20XX.
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