Actor: use DBString
MODIFY
generator/csv/fields.csv
generator/csv/fields.csv
#Structure,Field,Size Field?,Type,Index,Default Value,PersistIfDefault,Is2k3,Comment
Learning,level,f,Int32,0x01,1,0,0,Integer
Learning,skill_id,f,Ref<Skill>,0x02,1,0,0,Integer
-Actor,name,f,String,0x01,'',0,0,String
-Actor,title,f,String,0x02,'',0,0,String
-Actor,character_name,f,String,0x03,'',0,0,String
+Actor,name,f,DBString,0x01,'',0,0,String
+Actor,title,f,DBString,0x02,'',0,0,String
+Actor,character_name,f,DBString,0x03,'',0,0,String
Actor,character_index,f,Int32,0x04,0,0,0,Integer
Actor,transparent,f,Boolean,0x05,False,0,0,Flag
Actor,initial_level,f,Int32,0x07,1,0,0,Integer
Actor,final_level,f,Int32,0x08,50|99,0,0,Integer
Actor,critical_hit,f,Boolean,0x09,True,0,0,Flag
Actor,critical_hit_chance,f,Int32,0x0A,30,0,0,Integer
-Actor,face_name,f,String,0x0F,,0,0,String
+Actor,face_name,f,DBString,0x0F,,0,0,String
Actor,face_index,f,Int32,0x10,0,0,0,Integer
Actor,two_weapon,f,Boolean,0x15,False,0,0,Flag
Actor,lock_equipment,f,Boolean,0x16,False,0,0,Flag
@@ -28,7 +28,7 @@ Actor,battle_y,f,Int32,0x3C,120,0,1,Integer - RPG2003
Actor,battler_animation,f,Ref<BattlerAnimation>,0x3E,1,0,1,Integer - RPG2003
Actor,skills,f,Array<Learning>,0x3F,,1,0,Array - rpg::Learning
Actor,rename_skill,f,Boolean,0x42,False,0,0,Flag
-Actor,skill_name,f,String,0x43,'',0,0,String
+Actor,skill_name,f,DBString,0x43,'',0,0,String
Actor,state_ranks,t,UInt8,0x47,,0,0,Integer
Actor,state_ranks,f,Vector<UInt8>,0x48,,1,0,Array - Short
Actor,attribute_ranks,t,UInt8,0x49,,0,0,Integer

MODIFY
src/generated/lcf/rpg/actor.h
src/generated/lcf/rpg/actor.h
Binary files a/src/generated/lcf/rpg/actor.h and b/src/generated/lcf/rpg/actor.h differ

MODIFY
src/generated/ldb_actor.cpp
src/generated/ldb_actor.cpp
Binary files a/src/generated/ldb_actor.cpp and b/src/generated/ldb_actor.cpp differ

MODIFY
src/rpg_fixup.cpp
src/rpg_fixup.cpp
@@ -37,18 +37,18 @@ void rpg::SaveActor::Fixup(int actor_id) {
const rpg::Actor& actor = lcf::Data::actors[actor_id - 1];
if (name == "\x1") {
- name = actor.name;
+ name = ToString(actor.name);
}
if (title == "\x1") {
- title = actor.title;
+ title = ToString(actor.title);
}
if (sprite_name.empty()) {
- sprite_name = actor.character_name;
+ sprite_name = ToString(actor.character_name);
sprite_id = actor.character_index;
transparency = actor.transparent ? 3 : 0;
}
if (face_name.empty()) {
- face_name = actor.face_name;
+ face_name = ToString(actor.face_name);
face_id = actor.face_index;
}

MODIFY
src/rpg_setup.cpp
src/rpg_setup.cpp
@@ -23,12 +23,12 @@ namespace lcf {
void rpg::SaveActor::Setup(int actor_id) {
const rpg::Actor& actor = lcf::Data::actors[actor_id - 1];
ID = actor.ID;
- name = actor.name;
- title = actor.title;
- sprite_name = actor.character_name;
+ name = ToString(actor.name);
+ title = ToString(actor.title);
+ sprite_name = ToString(actor.character_name);
sprite_id = actor.character_index;
transparency = actor.transparent ? 3 : 0;
- face_name = actor.face_name;
+ face_name = ToString(actor.face_name);
face_id = actor.face_index;
level = actor.initial_level;
exp = 0;

Actor: use DBString