- Joined
- Feb 27, 2014
- Messages
- 160
- Reaction score
- 201
- First Language
- English
- Primarily Uses
- RMMV
Hmm so I kind of have a taming type game, but we all know when you tame something you want to be able to name it!
How could you not want to name a cute, sketched face like this?
How could you not want to name a cute, sketched face like this?

SO, If there was a way to assign "names" to events or have the game remember/call on a previous player input somehow, either in the event themselves, by naming a variable with a string, or script calls, etc. it'd be amazing! I was kind of hoping to allow the player to have a lot of these critters in "storage" (think pokemon boxes, you just don't have access to more than 10 on a map at time) but that it remembers nicknames you give them.
Uses
Action input > "NAME is doing well today!"
Action input > "NAME is doing well today!"
"Who would you like to use this item on?
> CRITTER 1 NAME
CRITTER 2 NAME
CRITTER 3 NAME"
CRITTER 2 NAME
CRITTER 3 NAME"
"NAME's training went well!"
Using Actors?
I thought about using actor names, but it being a taming game and there being quite a few to "catch" if say the max storage was 50 of these critters, that's 50 actor names, and I am not sure if that's too heavy on the system to have that many actors?
I am still learning what makes mv tick while developing the core game mechanics.
Using Plugins?
Using Plugins?
I took a look at some plugins like yanfly's item name plugin but it requires the item core, which I would like to avoid adding two entire heavy plugins just to name characters and use none of the other features. But also worry that it may conflict with further inventory/etc development.
Any advice/ideas on this would be great! <3 Thankiiies!