Rename Anything

● ARCHIVED · READ-ONLY
Started by Mr. Bubble 18 posts View original ↗
  1. Rename Anything

    Script by Mr. Bubble





    Summary

    This script allows players to rename game objects in the database from within a game.

    Why would you want to do that? I don’t know, but now you can.

    Script

    Can be found here: http://wp.me/PxlCT-oM

    Installation

    Paste this script into its own page within the "Materials" section in the script editor of your project.

    How to Use

    This script utilizes notetags and script calls. Please read the comments thoroughly.

    Compatibility

    This script aliases some default VXA methods. There are no default method overwrites.

    Requests for compatibility with other scripts are encouraged and welcome.

    Terms and Conditions

    Free for non-commercial use.

    If you wish to use this for commercial games, contact me first.

    Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports.
  2. How easy is it to re-use the renaming logic in other scripts? (eg: automatic renaming, etc)
  3. Awesome :D I came up with a scenario, btw:

    Adventurer: OMG I CAN'T BELIEVE MY SWORD DOESN'T HAVE A NAME I GOTTA NAME IT SOMETHING BADASS *le open scene*

    I like this script, it could be very useful.
  4. Haha.. It could be useful I suppose, but I have yet to come up with a proper use for it, short of nicknaming all your items, of if you did a mess of scripts and items and eventing to make a monster capturing and party based game, and needed to nickname your items/monsters.

    Or of course you could do as Kumori would do and name your sword, which would hopefully be sentient. >.>;
  5. Tsukihime said:
    How easy is it to re-use the renaming logic in other scripts? (eg: automatic renaming, etc)
    It was pretty easy, though, I chose not to modify anything in regards to window sizes, draw positions/sizes, etc. except for the portrait area.
  6. Nice script!

    Could be extremely useful to people wanting to make a game similar to Skyrim or what not.

    *likes*
  7. I looked at the script, and I saw where you are making the rename, but I'm wondering how you are actually saving those changes.

    Data files are never saved outside of the editor (and they shouldn't because that's basically the game data). I would store these in a custom hash and put it in the save file, but other than that I don't think the changes would be there when the player reloads. Never tested though so maybe I've been doing extra work all along.
  8. Tsukihime said:
    I looked at the script, and I saw where you are making the rename, but I'm wondering how you are actually saving those changes.

    Data files are never saved outside of the editor (and they shouldn't because that's basically the game data). I would store these in a custom hash and put it in the save file, but other than that I don't think the changes would be there when the player reloads. Never tested though so maybe I've been doing extra work all along.
    All RPG::BaseItems have their name as a public instance variable.

    From the help file:



    Code:
    class RPG::BaseItem
      def initialize
        @id = 0
        @name = ''
        @icon_index = 0
        @description = ''
        @features = []
        @note = ''
      end
      attr_accessor :id
      attr_accessor :name
      attr_accessor :icon_index
      attr_accessor :description
      attr_accessor :features
      attr_accessor :note 
    end
    I just tested a loaded game and the name changes stayed.
  9. That's interesting then, because it doesn't look like $data_ variables are ever saved.

    Strange.

    If you start a new game are the changes reverted?
  10. Tsukihime said:
    That's interesting then, because it doesn't look like $data_ variables are ever saved.

    Strange.

    If you start a new game are the changes reverted?
    Yeah, it'll be fresh. All I did was use the existing actor renaming process and extended it to all other database objects. Because that's really all what the original code did: acquire an actor data object and change its name.
  11. I can think of several instances to use this already. Thanks.
  12. Sorry, the test case wasn't reloading a save file, it was reloading the game (eg: reload the data files). So F12 + load file wouldn't capture it.

    As mentioned the data files are never saved, so your custom names aren't preserved.

    For actor name, that's accessing the Game_Actor's name, not RPG::Actor.
  13. Cool Mr. Bubble always surprising us with many useful scripts I think that this would be really a fun little add on.
  14. Tsukihime said:
    Sorry, the test case wasn't reloading a save file, it was reloading the game (eg: reload the data files). So F12 + load file wouldn't capture it.

    As mentioned the data files are never saved, so your custom names aren't preserved.

    For actor name, that's accessing the Game_Actor's name, not RPG::Actor.
    Ah, my apologies. You learn something new everyday. This is the first time I've had to write to the save file. I was even worried that I would run into this kind of situation before this, too. Thanks for the correction.

    For everyone else, I've updated the script to v1.1 which should address the saved names issue.
  15. Really cool script. I think I want to use this, now I just need to figure out where.
  16. I know this is an very old post, but, anyone has any idea how to make all items be able to rename without having to open and close every window?
    Example:
    Player comes to event person and asks do you want to rename anything?
    yes
    window opens with all the items showing there and he clicks which one he wants to rename
    or
    window opens and person and any item he encountered/owned is show there to rename
    (otherwise it will take for person too long to go one by one and rename everything)
    no
    nothing
  17. ddejan90 said:
    able to rename without having to open and close every window?
    I added this into my Use Item Window Script.
    Use Command / Details Window
    Read the options carefully. Requires a modification to BUBS script.
  18. Roninator2 said:
    I added this into my Use Item Window Script.
    Use Command / Details Window
    Read the options carefully. Requires a modification to BUBS script.
    Thanks man, I will check it out tomorrow when Im back from work