Any Wayz wondering if it's possible to name an object that you pick with auto detect.
Such as You open a treasure chest a random item is in there it automaticly says Wow you just got _____ What a pleasant suprise!
And the characters name gets annaounced under variable X Bler blah blee blue....
You can do it with a common event and conditional branching. Or with a script that interprets additional commands besides \n, \v and \c.
Download Ccoa's UMS (http://www.rmxpunlimited.net/forums/index.php?autocom=downloads&showfile=63) ^^ It pwnes
Here's something I cooked up:
#=============================================================================
# ** Item gain prompt
#----------------------------------------------------------------------------
# by Fantasist
# Version: 0.1
# Date: 11-Dec-2008
#----------------------------------------------------------------------------
# Version History:
#
# 0.1 - The very first expermental version
#----------------------------------------------------------------------------
# IMPORTANT: THIS IS NOT A PUBLIC RELEASE! Use it at your own risk.
# Requested by Taharo
#=============================================================================
#=============================================================================
# ** Interpreter
#=============================================================================
class Interpreter
def invoke_message(text)
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
$game_temp.message_text = text
end
alias item_cmd_126 command_126
def command_126
t1 = @parameters[1] == 0 ? 'Obtained' : 'Lost'
t2 = @parameters[2] == 0 ? @parameters[3] : $game_variables[@parameters[3]]
t3 = $data_items[@parameters[0]].name
text = "#{t1} #{t2} x #{t3}"
invoke_message(text)
item_cmd_126
end
alias item_cmd_127 command_127
def command_127
t1 = @parameters[1] == 0 ? 'Obtained' : 'Lost'
t2 = @parameters[2] == 0 ? @parameters[3] : $game_variables[@parameters[3]]
t3 = $data_weapons[@parameters[0]].name
text = "#{t1} #{t2} x #{t3}"
invoke_message(text)
item_cmd_127
end
alias item_cmd_128 command_128
def command_128
t1 = @parameters[1] == 0 ? 'Obtained' : 'Lost'
t2 = @parameters[2] == 0 ? @parameters[3] : $game_variables[@parameters[3]]
t3 = $data_armors[@parameters[0]].name
text = "#{t1} #{t2} x #{t3}"
invoke_message(text)
item_cmd_128
end
end
Paste it below Scene_Debug. Now make an event and try adding or removing items/weapons/armors. Let me know if you like it.
Ty Fantasist :) i suck at coding don't know even 1 line other than true false :^_^': :<_<:
Wait, you're totally happy with that? Cause I think showing all the items at a time is better than showing each item seperately. Oh well, whatever makes you happy :) (btw, I don'y (yet) know how to code what I just described -_-)