- Pokémon Essentials Version
- v19.1 ➖
This system will create an override flag in metadata.txt for how the map names are displayed in games to emulate a functionality similar to how RPG Maker VX Ace games onward handle map names.
In VX Ace, when creating a map, there are two fields that relate to a map's name. One of them is the Internal Name, which is what the editor exclusively uses. This is for the sake of the developer and for the sake of organization. The other is the Display Name, which is what is used when displaying the name of the map in game.
For example, if you had filled the Internal Name field with "Professor Birch's Lab", but you had the Display Name filled as "Littleroot Town", it would display Littleroot Town on the save menu, the location signpost, and anywhere else it would get called.
The way this system works is by defining a new metadata field called "DisplayName", that has to be filled in in order for a different name from the one used in the editor to show up. If "DisplayName" is not filled in, it will use the name shown in the editor.
This also comes with support for anything that calls upon the map name, such as Voltseon's Pause Menu, the Wild Encounter UI, and more. I didn't do extensive testing to see what was and wasn't compatible. If something breaks, uh... Message me?
I should note: according to Maruno, who was present while I was working on the code, the way I've handled this script will not play nicely with the way the engine handles translations. As I personally am not planning to translate my own game, I didn't see the need to worry about it. However, if this is an issue for you, you may want to look into fixing it, or running a solution by me. Though, the code has changed ever so slightly since when he mentioned that, so I can't say for certain whether that it'll work now or not.
Screenshots of the system in action
In VX Ace, when creating a map, there are two fields that relate to a map's name. One of them is the Internal Name, which is what the editor exclusively uses. This is for the sake of the developer and for the sake of organization. The other is the Display Name, which is what is used when displaying the name of the map in game.
For example, if you had filled the Internal Name field with "Professor Birch's Lab", but you had the Display Name filled as "Littleroot Town", it would display Littleroot Town on the save menu, the location signpost, and anywhere else it would get called.
The way this system works is by defining a new metadata field called "DisplayName", that has to be filled in in order for a different name from the one used in the editor to show up. If "DisplayName" is not filled in, it will use the name shown in the editor.
This also comes with support for anything that calls upon the map name, such as Voltseon's Pause Menu, the Wild Encounter UI, and more. I didn't do extensive testing to see what was and wasn't compatible. If something breaks, uh... Message me?
I should note: according to Maruno, who was present while I was working on the code, the way I've handled this script will not play nicely with the way the engine handles translations. As I personally am not planning to translate my own game, I didn't see the need to worry about it. However, if this is an issue for you, you may want to look into fixing it, or running a solution by me. Though, the code has changed ever so slightly since when he mentioned that, so I can't say for certain whether that it'll work now or not.
Screenshots of the system in action
- Credits
- DerxwnaKapsyla
GolisopodUser
Vendily