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I'm back, to many people's misery, I'm sure. But that's not the point. I'm making a game, and I was wondering if I could allow people to select the names for characters other than themselves with a combination of an Ask Entry event, a global that would store the name, and tags in the dialogs calling that global. Would this work?
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Originally posted by Bandit_Keith: **I was wondering if I could allow people to select the names for characters other than themselves with a combination of an Ask Entry event, a global that would store the name, and tags in the dialogs calling that global. Would this work? **
Welcome back. It certainly seems like it would work but the answer lies in setting it up and running a test. You might have to asign "hidden" names to the characters to keep them straight. You would end up with something like &&gb;_NPC1 set Tom, &&gb;_NPC2 set Dick, and &&gb;_NPC3 set Harry.
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I seem to remember a problem with using globals to set the player's name. Something about how it will not recognize capitalization so that when you set the player's name it will always be completely lower case.
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to many people's misery, I'm sure.
Huh?
What's going on? I'm sure some people on this board don't like me, either, if that's the problem. So what? I'm glad you've returned.
Yes, you can do what you've proposed, but I do think it'll show as lower case, as Stark said. Either a bug in the system or limited code, unfortunately.
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Something about how it will not recognize capitalization so that when you set the player's name it will always be completely lower case.
Ugh. That sucks.
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Debra, this should explain things a little:
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(This message has been edited by Bandit_Keith (edited 07-07-2003).)
I read it, BK. Geez. I hope you have better relations from now on!
BK,
Typically if you want to make a better name for yourself you should simply start posting in a manner that is acceptable to the community. Ie, demonstrate your goodwill by acting like it. Continually bringing up the past and pointing to it at every turn only serves to remind people why you annoy them and doesn't make them believe you are trying to be better.
So just drop the old threads and go on with life as if you have learned things from them.
I believe that it's possible to change &&Name; in game, isn't it? Why don't you just use that tag, BK?
-Andiyar
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&&Name; might work, but I thought that was the player's name. I could use it, but then the player wouldn't have a name.
&&Name; might work, but I thought that was the player's name. I could use it, but then the player wouldn't have a name. And sorry Stark. I guess you're right.
Originally posted by Bandit_Keith: & &Name; might work, but I thought that was the player's name. I could use it, but then the player wouldn't have a name.
With conditionals and change global you should be able to do what you want and then change the global back so that the player retains his name. I don't see why this wouldn't work.
Originally posted by Rubber Ducky: With conditionals and change global you should be able to do what you want and then change the global back so that the player retains his name. I don't see why this wouldn't work.
It ought to work fine, though the lower-case bug I mentioned earlier applies to &&Name; if I remember correctly.
Originally posted by Stark Bledfast: It ought to work fine, though the lower-case bug I mentioned earlier applies to &&Name; if I remember correctly.
According to my (not comprehensive, and not recently updated, but still accurate so far as it goes) bug list, the bug is actually that any text acquired by an Ask Entry event action goes into &&GlobalEntry; as a lower-case string. I don't know if there's anything specific to &&Name; as well, but even if there isn't, the bug I described would present a problem for Bandit_Keith.
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Originally posted by Glenn: **According to my (not comprehensive, and not recently updated, but still accurate so far as it goes) bug list, the bug is actually that any text acquired by an Ask Entry event action goes into &&GlobalEntry; as a lower-case string. I don't know if there's anything specific to &&Name; as well, but even if there isn't, the bug I described would present a problem for Bandit_Keith. **
Yeah, I think you're right.
I recalled that there was a case problem with names, and that was probably it.
Originally posted by Stark Bledfast: **Yeah, I think you're right.
I recalled that there was a case problem with names, and that was probably it. **
I'm almost positive that &&Name; give upper case letters if they are typed in that way.
Originally posted by Rubber Ducky: **I'm almost positive that &&Name; give upper case letters if they are typed in that way. **
Yep, that was the crux of Glenn's recollection, and I agree with it. However, right now we're all speculating. Maybe someone can test it and post about it?
Originally posted by Stark Bledfast: **Yep, that was the crux of Glenn's recollection, and I agree with it. However, right now we're all speculating. Maybe someone can test it and post about it? **
Did a check and &&Name; does register upper case letters. So there you have it. ~RD
Originally posted by Rubber Ducky: **Did a check and &&Name; does register upper case letters. So there you have it. **
Groovy.
So if you store preset names in globals and use conditionals to set the player's name, all should be good.
If you wish the player to be able to change his/her name to what they want, you will need to use an Ask Entry and thus will run into the lower case bug.
Thanks RD.
While pondering this thread, I came up with these questions. Does anyone know if there is a maximum number of characters for the &&Name;? For that matter, is there a maximum number of characters to any global variable? What if I wanted to make a variable gb_x and set it equal to the entire contents of War and Peace. Could I do that?
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Originally posted by Codewizard: Does anyone know if there is a maximum number of characters for the &&Name;? For that matter, is there a maximum number of characters to any global variable? What if I wanted to make a variable gb_x and set it equal to the entire contents of War and Peace. Could I do that?
I see no reason why &&Name; should be "special" in any way; something that works for it should work for any other global variable, and vice versa.
I don't know if anyone's tested the maximum length of a text string stored in a global variable, but I wouldn't be too tremendously surprised if it were 255 characters. Why not try it out and get back to us with the results?