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Name Box Module [RGSS Script/RMXP]

Peekimon

Me = cat-aholic, Meowr
1,671
Posts
19
Years
  • Name Box Module [RGSS Script/RMXP]

    Okee dokee, here' my first actual RGSS Tutorial ^^

    - What is a Name Box?
    o.o A name box is usually a box or a graphic which would show a person's Name.

    - What does this script do?
    It creates a simple name box to insert character's name in ^^
    Or, you oculd use it to identify the box, if it's a Sign, you show "Sign"

    First of all, replace your Main with this piece of code:
    Code:
    #==============================================================================
    # ? Main
    #------------------------------------------------------------------------------
    #  ??????????????????????????????
    #==============================================================================
    
    begin
      # Change the $fontface variable to change the font style
      $fontface = $fonttype = $fontname = $defaultfonttype = $defaultfontface = "Trebuchet MS"
      # Change the $fontsize variable to change the font size
      $fontsize = $defaultfontsize = 24
      Graphics.freeze
      $scene = Scene_Title.new
      while $scene != nil
        $scene.main
      end
      Graphics.transition(20)
    rescue Errno::ENOENT
      filename = $!.message.sub("No such file or directory - ", "")
      print("File #{filename} was not found.")
    end
    That would make no font errors appear, oh, and you could change "Trebuchet MS" and "24" to your desired font faces/sizes

    Now, onto the actual code ^^
    1 - Go to Your Script Editor
    2 - Right Click on the Script List
    3 - Click on Insert
    4 - Insert the below Script

    Code:
    #========================================
    # ? Module MSG
    #------------------------------------------------------------------------------
    # This module allows you to create name boxes.
    # This would be good for a harvest Moon Game
    # This works for custom names, and actors.
    # By Peekimon
    #
    #                                  # INSTRUCTIONS #
    # Name Box [Custom Names]
    # Simply call this in a Call Script : MSG.name("NAME")
    #
    # Name Box [Actor Names]
    # Simply call this in a Call Script : MSG.nameActor(Actor ID)
    #
    # Disposing the whole Box:
    # Call Script : MSG.remove
    #========================================
    
    module MSG
      #--------------------------------------------------------------------------
      # o Properties of the Name Box
      #--------------------------------------------------------------------------
      # o X Coordinate of the Name Box
      $Window_X = 0
      # o Y Coordinate of the Name Box
      $Window_Y = 0
      # o Height of the Name Box
      $Window_H = 100
      # o Width of the Name Box
      $Window_W = 100
      # o Opacity of the Name Box
      $Window_Opacity = 160
      # o Font Type of the Name Box
      $Window_Font = "Arial"
      # o Font Size of the Name Box
      $Window_Size= 34
      # o Font Color of the Name Box
      $BoxColor =  Color.new(0,0,0,255)
      # No Further Editing required 
      #--------------------------------------------------------------------------
      # o Define Custom Names Box
      #--------------------------------------------------------------------------
      def self.name(n)
        $NameWind = true
        @Name = Window_Base.new($Window_X,$Window_Y,$Window_W,$Window_H)
      @Name.contents = Bitmap.new(@Name.width - 32, @Name.height - 32)
      @Name.opacity = $Window_Opacity
      @Name.contents.font.name = $Window_Font
      @Name.contents.font.size = $Window_Size
      @Name.contents.font.color = $BoxColor
      @Name.contents.draw_text(0, 0, 1000, 32, n)
    end
    
      #--------------------------------------------------------------------------
      # o Defines Actor Names Box
      #--------------------------------------------------------------------------
    def self.nameActor(nA)
      $ActorWind = true
        @NameActor = Window_Base.new($Window_X,$Window_Y,$Window_W,$Window_H)
      @NameActor.contents = Bitmap.new(@NameActor.width - 32, @NameActor.height - 32)
      @NameActor.opacity = $Window_Opacity
      @NameActor.contents.font.name = $Window_Font
      @NameActor.contents.font.size = $Window_Size
      @NameActor.contents.font.color = $BoxColor
       actor = $game_party.actors[nA]
      @NameActor.contents.draw_text(0, 0, 1000, 32, actor.name)
    end
    
      #--------------------------------------------------------------------------
      # o Remove Definition
      #--------------------------------------------------------------------------
    def self.remove
        if $NameWind == true
        @Name.dispose
        end
    
      if $ActorWind == true
        @NameActor.dispose
          end
        end
    end

    As instructed, in a Call Script to make a name box, you type in "MSG.name("NAME")", and to dispose the name box, just, in another call script "MSG.remove"

    *UPDATE*
    Added Actor Calling Definiton :)
    Now, you can call actor's names :)

    Use this syntax: MSG.nameActor(Actor ID)

    0 = First Actor
    1 = Second
    2 = third
    and, so on.

    No errors were found. If there are any sorts of errors, do please post.

    Here are some screenies ^_^
    >. In action
    Name Box Module [RGSS Script/RMXP]

    >. Basic Insertion Code
    Name Box Module [RGSS Script/RMXP]

    And, enjoy ;)
     
    Last edited:
    565
    Posts
    19
    Years
    • Seen Sep 15, 2022
    Why do I get an error that says failed to create bitmap?

    Edit: It's this line:
    Code:
      @name.contents = Bitmap.new(@name.width - 32, @name.height - 32)
     
    Last edited:

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • this is quite cool, but why a module ?
    just do the following in a call script
    Code:
    @text_window = Window_Help.new
    @text_window.x = 0
    @text_window.y = 0
    @text_window.width = 124
    @text_window.height = 32
    @text_window.set_text("Peeki")
    then
    Code:
    <>message: "I PWN, :P"
    and then after the message:
    call script:
    Code:
    @text_window.dispose
    very easy :knockedou

    Kyle_Katarn said:
    darn this ruby coding looks hard to figure out :confused: I'll just stick with 2003 :P lol
    i know it's hard to understand the code,
    but if you try to understand the basics, you'll be able to script in no-time
     

    Peekimon

    Me = cat-aholic, Meowr
    1,671
    Posts
    19
    Years
  • Why do I get an error that says failed to create bitmap?

    Hm... I'll check it out.

    this is quite cool, but why a module ?
    Okee. Some people are sometimes... too lazy to do all that, or either, they don't know RGSS. All they have to do is enter the code. In a Call Script 'MSG.name("Peeki")'
    That it, easy :)

    WEait is this code supposed to let a player type in his own characters name?

    No, this makes a name box to help identify the person, like, in Harvest Moon :)
     
    565
    Posts
    19
    Years
    • Seen Sep 15, 2022
    Peekimon said:
    No, this makes a name box to help identify the person, like, in Harvest Moon :)

    Will it work with the custom hero name code ( n[0001] or something )
     

    Peekimon

    Me = cat-aholic, Meowr
    1,671
    Posts
    19
    Years
  • Will it work with the custom hero name code ( n[0001] or something )
    ... Hm... I'm gonna tweak the code a bit. I'll see if I can make it that :)

    For now, it couldn't.
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • i got my module ready,
    you can do the following with it:

    1. make a window (x, y, width, height, opacity)
    2. draw text (x, y, width, height)
    3. draw actor name (x, y, width, height)
    4. draw a variable (x, y, width, height, var_id)

    i'll create a new topic for this,
    since it's quite different then peeki's
     
    Last edited:
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