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[VX]MOG-Name_Input V 1.0

[VX]MOG-Name_Input
Version: 1.0

Introduction

A cooler Name_input scene

Features
Has moving background and stuff same as the RMXP version.


Screenshots

http://i537.photobucket.com/albums/ff33 ... Image1.png[/img]

Demo

http://www.mediafire.com/?zytmxmdtjwd

Script

remember that you will still need the pictures from the demo.

Code:
#_______________________________________________________________________________
# MOG Scene Name Iris RMVX Version 1.0           
#_______________________________________________________________________________
# Credits:
# Original XP version By Moghunter 
# LoMastul For Converting it to RMVX.
#
# Link to Moghunter's Scripts: http://www.atelier-rgss.com
#===============================================================================
# Do Not Edit!!
# This script is 100% Plug n' Play
#_______________________________________________________________________________
# Scene Name with moving background :P.
# (Crie seu próprio estilo.) --? o.O got no idea what it means
#_______________________________________________________________________________
module MOG
# Time given to the transition.
MSNTT1 = 30
# Defines the name of the transition which is used.
MSNTT2 = "003-Blind03"
end
$mogscript = {} if $mogscript == nil
$mogscript["Scene_Name_Iris"] = true
###############
# Window_Base #
###############
class Window_Base < Window
  
def draw_actor_level_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x , y, 24, WLH, actor.level.to_s, 1)
end
def draw_actor_class_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 90, 40, actor.class.name, 1)
end
def draw_actr_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 220, 50, actor.name,1)
end
end
######################
# Window_Status_Name #
######################
class Window_Status_Name < Window_Base
def initialize(actor)
super(0, 0, 270, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Georgia"
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 94)
draw_actor_class_menu_status(@actor, 55, 340)
draw_actor_level_name(@actor, 8, 96)
end
end
####################
# Window_NameEdit2 #
####################
class Window_NameEdit2 < Window_Base
attr_reader   :name                   
attr_reader   :index                  
def initialize(actor, max_char)
super(-100, 6, 540, 128)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
@name = actor.name
@max_char = max_char
name_array = @name.split(//)[0...@max_char]
@name = ""
for i in 0...name_array.size
@name += name_array[i]
end
@default_name = @name
@index = name_array.size
refresh
update_cursor_rect
end
def restore_default
@name = @default_name
@index = @name.split(//).size
refresh
update_cursor_rect
end
def add(character)
if @index < @max_char and character != ""
@name += character
@index += 1
refresh
update_cursor_rect
end
end
def back
if @index > 0
name_array = @name.split(//)
@name = ""
for i in 0...name_array.size-1
@name += name_array[i]
end
@index -= 1
refresh
update_cursor_rect
end
end
def refresh
self.contents.clear
name_array = @name.split(//)
for i in 0...@max_char
c = name_array[i]
if c == nil
c = ""
end
x = 320 - @max_char * 14 + i * 28
self.contents.draw_text(x + 32, 64, 28, 28, c, 1)
end
draw_actr_name(@actor, 295, 20)
end
def update_cursor_rect
x = 320 - @max_char * 14 + @index * 28
self.cursor_rect.set(x + 32, 64, 28, 28)
end
def update
super
update_cursor_rect
end
end
#####################
# Window_NameInput2 #
#####################
class Window_NameInput2 < Window_Base
CHARACTER_TABLE = 
[
"A","B","C","D","E",
"F","G","H","I","J",
"K","L","M","N","O",
"P","Q","R","S","T",
"U","V","W","X","Y",
"Z"," "," "," "," ",
"+","-","*","/","!",
"1","2","3","4","5",
"" ,"" ,"" ,"" ,"" ,
"a","b","c","d","e",
"f","g","h","i","j",
"k","l","m","n","o",
"p","q","r","s","t",
"u","v","w","x","y",
"z"," "," "," "," ",
"#","$","%","&","@",
"6","7","8","9","0",
"" ,"" ,"" ,"" ,"" ,
]
def initialize
super(120, 120, 544, 416)
self.contents = Bitmap.new(width - 28, height - 28)
@index = 0
refresh
update_cursor_rect
end
def character
return CHARACTER_TABLE[@index]
end
def refresh
self.contents.clear
for i in 0...90
x = 50 + i / 5 / 9 * 180 + i % 5 * 28
y = i / 5 % 9 * 28
self.contents.draw_text(x, y, 28, 28, CHARACTER_TABLE[i], 1)
end
self.contents.draw_text(302, 9 * 28, 48, 28, "OK", 1)
end
def update_cursor_rect
if @index >= 90
self.cursor_rect.set(300, 9 * 28, 48, 28)
else
x = 50 + @index / 5 / 9 * 180 + @index % 5 * 28
y = @index / 5 % 9 * 28
self.cursor_rect.set(x, y, 28, 28)
end
end
def update
super
if @index >= 90
if Input.trigger?(Input::DOWN)
Sound.play_cursor
@index -= 90
end
if Input.repeat?(Input::UP)
Sound.play_cursor
@index -= 90 - 40
end
else
if Input.repeat?(Input::RIGHT)
if Input.trigger?(Input::RIGHT) or
@index / 45 < 3 or @index % 5 < 4
Sound.play_cursor
if @index % 5 < 4
@index += 1
else
@index += 45 - 4
end
if @index >= 90
@index -= 90
end
end
end
if Input.repeat?(Input::LEFT)
if Input.trigger?(Input::LEFT) or
@index / 45 > 0 or @index % 5 > 0
Sound.play_cursor
if @index % 5 > 0
@index -= 1
else
@index -= 45 - 4
end
if @index < 0
@index += 90
end
end
end
if Input.repeat?(Input::DOWN)
Sound.play_cursor
if @index % 45 < 40
@index += 5
else
@index += 90 - 40
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @index % 45 >= 5
Sound.play_cursor
if @index % 45 >= 5
@index -= 5
else
@index += 90
end
end
end
if Input.repeat?(Input::L) or Input.repeat?(Input::R)
Sound.play_cursor
if @index < 45
@index += 45
else
@index -= 45
end
end
end
update_cursor_rect
end
end
##############
# Scene_Name #
############## 
class Scene_Name
def main
@actor = $game_actors[$game_temp.name_actor_id]
@edit_window = Window_NameEdit2.new(@actor, $game_temp.name_max_char)
@edit_window.opacity = 0
@input_window = Window_NameInput2.new
@input_window.opacity = 0
@name_back = Plane.new
@name_back.bitmap = Cache.picture("MN_BK")
@name_back.z = 10
@name_back.opacity = 255
@name_lay = Plane.new
@name_lay.bitmap = Cache.picture("Name_Lay")
@name_lay.z = 15
@name_lay.opacity = 255
@name_status_window = Window_Status_Name.new(@actor)
@name_status_window.x -= 300
@name_status_window.contents_opacity = 0
Graphics.transition(MOG::MSNTT1, "Graphics/Transitions/" + MOG::MSNTT2)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@edit_window.dispose
@input_window.dispose
@name_back.dispose
@name_lay.dispose
@name_status_window.dispose
end
def update
@name_back.ox += 1 
if @name_status_window.x < 0
@name_status_window.x += 15
@name_status_window.contents_opacity += 5
elsif @name_status_window.x >= 0
@name_status_window.x = 0
@name_status_window.contents_opacity = 255
end
@edit_window.update
@input_window.update
if Input.repeat?(Input::B)
if @edit_window.index == 0
return
end
Sound.play_cancel
@edit_window.back
return
end
if Input.trigger?(Input::C)
if @input_window.character == nil
if @edit_window.name == ""
@edit_window.restore_default
if @edit_window.name == ""
Sound.play_buzzer
return
end
Sound.play_cursor
return
end
@actor.name = @edit_window.name
Sound.play_cursor
$scene = Scene_Map.new
return
end
if @edit_window.index == $game_temp.name_max_char
Sound.play_buzzer
return
end
if @input_window.character == ""
Sound.play_buzzer
return
end
Sound.play_cursor
@edit_window.add(@input_window.character)
return
end
end
end

Instructions

Place the script above main

FAQ

Q> how do i make my own style of moving background?
A> basically all you need to do is to edit the picture named "MN_BK" to every style you'd like.

Compatibility

No compatibility issues known yet.

Credits and Thanks

Moghunter for the original RMXP version (which made most of the work >.> )

Terms and Conditions

this script is free for use.
in 1 condition tho - make sure you credit Moghunter and me aswell.
enjoy ^_^


--LoMastul--
 
nice XD

I used to like games with name choosers but... not that much anymore XD

harder to make storylines when people play games and make rude names for their own chars... makes me sad thinking it would happen to my game if I ever bothered to finish one XD
 
wsensor":3ixq6xkx said:
nice XD

I used to like games with name choosers but... not that much anymore XD

harder to make storylines when people play games and make rude names for their own chars... makes me sad thinking it would happen to my game if I ever bothered to finish one XD

xD
well... that's the risk of making a game with half open storyline where the player chooses his own characters and their names
[im also working on MOG-Char_select and MOG-Gameover_menu - have to fix few minor bugs so it will work properly and that's it]
 
what do you mean by cant load actor data?
the pictures it uses are inide the picture/system folders [dont rememeber which 1 >.<]
 

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