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Hello, I would like help. I've already tried using search.

Hi, I'm new here, and I've been trying to put the character's name in the text box. I've used the Name Input Processing to name my character, but I want the name to show up in the text box, like this: Hello "NAME HERE". How are you today?

I would like NAME HERE to be replaced by the character name. How would I do that?

And I need something else. After you talk to a villager, I want him to say something different. Example: A terrible monster is attacking our village! Please help! Blah, blah, blah blah. And then after you talk to him again, I want him to say The monster is located in ___. And stuff like that.
 
Luminier":39n10hdm said:
"\n[Actor ID Number goes here]"

Simple as that.
Is there a way to do it with events?
EDIT: And also, You get to pick the character, so I can't actually put the actor ID in it. Because it's like a character select screen.
 
What do you mean? The actor ID is defined in the database. When you pick the character, you select an actor in the database, and that ID is the one you use.

Now for your second question... you want to use self-switches. Make the villager event, and press "Copy Event Page" and "Paste Event Page". On the 2nd page, check Conditions: Self Switch A is ON" and change the text so he says "The monster is located in __". Go back to the first page, and put "Control Self Switch A = on" as an event command after he says the text.

So combined, it should look like (let's say the player chose actor 2):
Code:
@>Show Text: Hello, \n[2]! Help, a monster is attacking our village!
@>Self Switch A = On
On the 2nd page,
[Conditions: Self Switch A == On]
Code:
@>Show Text: The monster is located in ___!
 
For number one, you would do /n[1] if you want it to say the name of Actor number 1, which is by default Aluxes. The /n[1] goes into the text, so in the editor it would look like this:

Code:
>@Text: Hello /n[1], how are you today?

And in game it would look like this:

Code:
Hello Aluxes, how are you today?

As for number one, you would just turn a self switch on after the text and have another event page that has the condition "self switch A=On" then put what you want in that page.
 
Yes there is. Use Conditional Branching:

Code:
@>Conditional Branch: If Actor 1 is In the Party
   @>Show Text: Hey \n[1]!
 : Else
   @>Conditional Branch: If Actor 2 is In the Party
     @>Show Text: Hey \n[2]!
     : End
 
Meh. There's a much easier way to do it. Rather than having 8 different actors, you can merely use one, and use the [Change Actor Class] event command in the appropriate slots. This way, the player will be in only one actor, and you can just use \n[1] every time.

However, if you really want to use Monogra's method, look at my post above Brew's.
 
The actor you choose should always be in the first position in the party.
So, if you can get the name of the actor in the first position & assign it to a variable, you can display the variable....

Code:
@>Comment: Change '15' to the variable you want to use
@>Script: $game_variables[15] = 
 :          : $game_party.actors[0].name
@>Text: Hello, \v[15]

You can put the Script command in your character selection event, and assign it once the
player has made his selection.  Then just use '\v[15]' for the rest of the game, wherever you
need the name.

Be Well
 

khmp

Sponsor

Well what Brewmeister is saying is that as soon as the character has been named or after a situation where he can be renamed, store the player's name inside one of $game_variables. So after you have selected your character and named him. Use the "Script..." event command and use the following lines of code:
Code:
$game_variables[15] = 
$game_party.actors[0].name
That will store the player's name inside $game_variables[15]. Whenever you need to get the player's name just use \v[15]. 15 can be changed to anything you want.
 

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