DeadSchrodinger

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Is there a way to have a character's name be associated with a map?

If my character, Ty visits a specific map, i want it to say "Ty's House", not "\N[10]'s House"

Is that possible?

1616366262708.png
 

Sword_of_Dusk

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Is there a reason you can't just call it Ty's House?
 

JGreene

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You can use \v[1]'s House as your map name, while setting your variable using this script call: $gameActors.actor(x).name()

Where x is replaced by your actor's ID. Be sure to set their new name before going into the house map or it will just display something like 0's House.
 

DeadSchrodinger

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You can use \v[1]'s House as your map name, while setting your variable using this script call: $gameActors.actor(x).name()

Where x is replaced by your actor's ID. Be sure to set their new name before going into the house map or it will just display something like 0's House.
Hey! Thanks for the reply. I'm trying that option, but I'm not sure what I'm doing wrong.

1616371757569.png

I have a starting switch changing the variable to the actor name.

1616371794139.png

I tried using upper case and lower case Vs.
But the wording is still "\V[201]"

1616371881180.png
 

JGreene

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I don't have MZ, but I assumed the coding was similar. Does it support text codes by default? Or is there an equivalent to Yanfly's Message Core?

Also, the "Name" field for the map won't change in your editor. Only the "Display Name" in game. If the text code is supported that is.
 

Dev_With_Coffee

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This is because the "Display Name" is an "Object" (JSON File):
JavaScript:
$dataMap.displayName

Return: "Your Display Name Map".

Provisional solution:
Create a new project to test this:
Change Display Name of Map "Player" to:
Code:
Player House

Open the rpg_windows.js file in any text editor.
Search using Ctrl + F for the following term:
Code:
if ($gameMap.displayName())

Replace the line...
Code:
this.drawText($gameMap.displayName(), 0, 0, width, 'center');
...to...
Code:
if($gameMap.displayName() == "Player House"){
    this.drawText($gameActors.actor(1).name() + "'s House", 0, 0, width, 'center');
}else{
    this.drawText($gameMap.displayName(), 0, 0, width, 'center');
}

I don't have RpgMZ and I don't even intend to buy it for now, but from what I saw many things were the same as RpgMV.

So I'm sorry if it doesn't work.
 

DeadSchrodinger

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I found a few people trying to do the same thing,
and a few plugins that only work for MV apparently.

 

Shaz

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@DeadSchrodinger , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.



Please make a post in the VS Support thread if you want the VisuStella team to answer your questions about their plugins.
 

Aesica

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I think people might be overthinking this a bit. Just make a new text file, rename it "MapNameEx.js" and then paste the following into it. Save it into your plugins folder, enable it like you would any other plugin, and ta-da, you now have access to the drawTextEx set of text codes for map names.

Code:
Window_MapName.prototype.refresh = function() {
    this.contents.clear();
    if ($gameMap.displayName()) {
        const width = this.innerWidth;
        this.drawBackground(0, 0, width, this.lineHeight());
        this.drawTextEx($gameMap.displayName(), 0, 0, width);
    }
};

1616408186395.png

You can credit me if you want but it's not necessary. This was just changing 1 line of code and I already knew exactly where to look. 30 seconds of work tops. ;) (Making that sample image took more time, actually!)
 

DeadSchrodinger

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I think people might be overthinking this a bit. Just make a new text file, rename it "MapNameEx.js" and then paste the following into it. Save it into your plugins folder, enable it like you would any other plugin, and ta-da, you now have access to the drawTextEx set of text codes for map names.

Code:
Window_MapName.prototype.refresh = function() {
    this.contents.clear();
    if ($gameMap.displayName()) {
        const width = this.innerWidth;
        this.drawBackground(0, 0, width, this.lineHeight());
        this.drawTextEx($gameMap.displayName(), 0, 0, width);
    }
};


You can credit me if you want but it's not necessary. This was just changing 1 line of code and I already knew exactly where to look. 30 seconds of work tops. ;) (Making that sample image took more time, actually!)

OMG that worked!!!!

Thank you so much! And I am totally crediting you for that marvelous little bit of coce!
 

Dev_With_Coffee

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@Aesica: I didn't even think I could do it in a separate file, using it as a plugin. I just don't understand how you accepted the elements using "\".

@DeadSchrodinger: Did my idea not work?
 

Aesica

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@Aesica: I didn't even think I could do it in a separate file, using it as a plugin. I just don't understand how you accepted the elements using "\".
That's pretty much how plugins work. :)

If the base files (rpg_*.js or rmmz_*.js) have this function:
Code:
Game_Something.prototype.doStuff = function()
{
   console.log("Hello!");
};

And you make a plugin with

Code:
Game_Something.prototype.doStuff = function()
{
   console.log("Hello World!");
};

The plugin version is executed after the rpg/rmmz files, causing it to overwrite the base function. So when you run the doStuff function, it'll say "Hello!" without any plugins or if the plugin is disabled, or "Hellow World" if the plugin is installed and enabled.

Generally you always want to make changes to the core files through plugins instead of directly in the core files themselves, because if you ever go to update your project with newer, updated versions of rpgmaker's core files (with bugfixes or other optimizations) your changes to any edited core files will be lost.

Edit: As for accepting text codes, Window_Base has two functions for writing text: drawText() which is a simple command to write basic text, and drawTextEx() which is the one that renders text codes, icons, etc. Both have their uses, but in the case of map names, I'm honestly not sure why they went with drawText over drawTextEx.
 

busbuzz

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Window_MapName.prototype.refresh = function() { this.contents.clear(); if ($gameMap.displayName()) { const width = this.innerWidth; this.drawBackground(0, 0, width, this.lineHeight()); this.drawTextEx($gameMap.displayName(), 0, 0, width); } };
Thank you soooo much
 

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