I have a question about the characters name.

DD Tokki

Well-known member
Instead of writing all the names of characters, items, etc., is it possible to briefly replace them with letters that represent the character?

For example

Robert -> 1RB
Yuri -> 2YR
John -> 3JN
King -> 4Kg

I think it would be easier to shorten it like this.
Of course, in the game, it's the character's name.
It would be nice if the abbreviated text appeared like this when editing.
 
Last edited:
It would be nice if the abbreviated text appeared like this when editing.
Depending on how much characters you want on your game, you will NEED to compress the names like that. Because "allowselect" has a limit, if I am not mistaken, of 256 characters*. I remember that I tried to raise this limit on the engine source, but with no luck thanks to that OS limitation.

If you see Zvitor's MIW for example, all the characters uses names with 4 letters only - for example, Black Widow is named "BWID".

You can either add this script on the spawn (and respawn, if you have it) animation

C-like:
@script
    void    vSelf    = getlocalvar("self");
    changeentityproperty(vSelf, "name", "Robert");
    @end_script

Or using a spawn script, which will take effect in both SPAWN and RESPAWN animations at the same time:

C-like:
onspawnscript @script
void main()
{
    void    vSelf    = getlocalvar("self");
    changeentityproperty(vSelf, "name", "Robert");
   }
@end_script

For your ninja characters, you can have a code which will change the character name based on its palette.
This is what I use for Red Hulk

C-like:
onspawnscript @script
void main()
{
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
    if(Map==7){
      changeentityproperty(self, "name", "Red_Hulk");
         }
   }
@end_script


*in fact, the operational system has a limit of 256 character for the file path
 
Depending on how much characters you want on your game, you will NEED to compress the names like that. Because "allowselect" has a limit, if I am not mistaken, of 256 characters*. I remember that I tried to raise this limit on the engine source, but with no luck thanks to that OS limitation.

If you see Zvitor's MIW for example, all the characters uses names with 4 letters only - for example, Black Widow is named "BWID".

You can either add this script on the spawn (and respawn, if you have it) animation

C-like:
@script
    void    vSelf    = getlocalvar("self");
    changeentityproperty(vSelf, "name", "Robert");
    @end_script

Or using a spawn script, which will take effect in both SPAWN and RESPAWN animations at the same time:

C-like:
onspawnscript @script
void main()
{
    void    vSelf    = getlocalvar("self");
    changeentityproperty(vSelf, "name", "Robert");
   }
@end_script

For your ninja characters, you can have a code which will change the character name based on its palette.
This is what I use for Red Hulk

C-like:
onspawnscript @script
void main()
{
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
    if(Map==7){
      changeentityproperty(self, "name", "Red_Hulk");
         }
   }
@end_script


*in fact, the operational system has a limit of 256 character for the file path
You've captured the problem I'm thinking about very well.
I also asked a question while wondering how to create a large number of characters due to the problem of "allowselect".
 
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