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> Modified Scene_Name 1.3b Final, Another small updater for V.1.3.
Helladen
post Jul 15 2010, 03:47 PM
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Introduction:
This is a script I modified from Rpg Maker XP. It is something to rename your character with. Someone requested it on rpgmakervx.net forums, so I did it for him. This is the link to the owner of the script.
http://forum.chaos-project.com/index.php?topic=6731.0

Here is the link to the requested topic:
http://www.rpgmakervx.net/index.php?showtopic=33503

Screenshots:
Go to the link above, it basically looks the same, but it does look a little bit better.

Demo:
Not needed.

Script
Script:
CODE
#==============================================================================
# Modified Scene_Name 1.3b Final
# By Cyclope
# Author's post: http://forum.chaos-project.com/index.php?topic=6731.0
# Edit by Helladen: Converted to VX and fixed alignment and settings.
# I also rewrote the enter button it now works properly.
# - 1.1 release for VX. (7/15/10)
# - 1.2 fixed the guide text at the bottom. (7/15/10)
# - 1.3 added where you can have it draw your face or character sprite.
#   Fixed it from not having a sound if you erased letters.
#   Changed some of the sounds and other small fixes. (7/19/10)
# - 1.3b fixed where you could space the whole name and space sounds.
#------------------------------------------------------------------------------
# Instructions
# Place above main
#------------------------------------------------------------------------------
# Credit:
# Nattmath (For making Scene_Name Letters Modification)
# Blizzard (For making Custom Controls)
# Cyclope (For modifying Scene_Name Leters Modification and Scene_Name)
# Helladen (Converted to Rpg Maker VX and enhanced it)
#==============================================================================

#==============================================================================
# ** Window_Instructions
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
# Configuration
#------------------------------------------------------------------------------
DRAW_FACE = true # If this is true then it will draw a face if not then sprite
#==============================================================================

class Window_Instruction < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super( 0, 336, 544, 80)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
self.contents.font.size = 18
self.contents.font.color = normal_color
#Change this text to whatever instructions you want to have!
self.contents.draw_text(000, 9, 404, 32, "Enter = Confirm,")
self.contents.draw_text(120, 9, 404, 32, "Backspace = Delete,")
self.contents.draw_text(275, 9, 404, 32, "Keyboard = Text,")
self.contents.draw_text(400, 9, 404, 32, "Shift = Capital")
end
end
#==============================================================================
# ** Window_TextName
#------------------------------------------------------------------------------
# super ( 224, 32, 224, 80)
#==============================================================================
class Window_TextName < Window_Base
def initialize
if DRAW_FACE
super (164, 0, 224, 128)
else
super (164, 66, 224, 62)
end  
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_actors[$game_temp.name_actor_id]
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Arial"
self.contents.font.size = 32
self.contents.font.color = normal_color
if DRAW_FACE
draw_actor_face(@actor, 2, @actor.index * 96 + 2, 92)
self.contents.draw_text(112, 32, 64, 32, "Name:")
else  
draw_actor_graphic(@actor, 32, 32)
self.contents.draw_text(64, 0, 64, 32, "Name:")
end
end
end

#==============================================================================
# ** Window_NameEdit
#------------------------------------------------------------------------------
# This window is used to edit your name on the input name screen.
#==============================================================================

class Window_NameEdit < Window_Base

#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# max_char : maximum number of characters
#--------------------------------------------------------------------------
def initialize(actor, max_char)
super(16, 128, 512, 96)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
@name = actor.name
@max_char = max_char
# Fit name within maximum number of characters
name_array = @name.split(//)[0...@max_char]
@name = ""
for i in 0...name_array.size
@name += name_array[i]
end
@default_name = @name
@index = name_array.size
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Return to Default Name
#--------------------------------------------------------------------------
def restore_default
@name = @default_name
@index = @name.split(//).size
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Add Character
# character : text character to be added
#--------------------------------------------------------------------------
def add(character)
if @index < @max_char and character != ""
@name += character
@index += 1
refresh
update_cursor_rect
end
end
#--------------------------------------------------------------------------
# * Delete Character
#--------------------------------------------------------------------------
def back
if @index > 0
# Delete 1 text character
name_array = @name.split(//)
@name = ""
for i in 0...name_array.size-1
@name += name_array[i]
end
@index -= 1
refresh
update_cursor_rect
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw name
self.contents.font.size = 42
name_array = @name.split(//)
for i in 0...@max_char
c = name_array[i]
if c == nil
c = "_"
end
x = 258 - @max_char * 14 + i * 26
self.contents.draw_text(x, 15, 28, 42, c, 1)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
x = 262 - @max_char * 14 + @index * 26
self.cursor_rect.set(x, 46, 20, 5)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_cursor_rect
end
end

#==============================================================================
# ** Window_NameInput
#------------------------------------------------------------------------------
# This window is used to select text characters on the input name screen.
#==============================================================================

class Window_NameInput < Window_Base
CHARACTER_TABLE =
[
"", ""

]
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 128, 544, 0)
self.contents = Bitmap.new(width - 32, height - 32)
@index = 0
refresh
end
#--------------------------------------------------------------------------
# * Text Character Acquisition
#--------------------------------------------------------------------------
def character
return CHARACTER_TABLE[@index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
end

#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
# This class performs name input screen processing.
#==============================================================================

class Scene_Name
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_actors[$game_temp.name_actor_id]
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@edit_window.back_opacity = 160
@input_window = Window_NameInput.new
@inst_window = Window_Instruction.new
@inst_window.back_opacity = 160
@nametext_window = Window_TextName.new
@nametext_window.back_opacity = 160
@spriteset = Spriteset_Map.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
@inst_window.dispose
@nametext_window.dispose
@spriteset.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@edit_window.update
@input_window.update
@nametext_window.update
@inst_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# If cursor position is at [OK]
if @input_window.character == nil
# If name is empty
if @edit_window.name == ""
# If name is empty
if @edit_window.name == ""
# Play buzzer SE
Sound.play_buzzer
return
end
# Play decision SE
Sound.play_cursor
return
end
# Change actor name
@actor.name = @edit_window.name
# Play decision SE
Sound.play_cursor
# Switch to map screen
$scene = Scene_Map.new
return
end
# If cursor position is at maximum
if @edit_window.index == $game_temp.name_max_char
# Play buzzer SE
Sound.play_buzzer
return
end
# If text character is empty
if @input_window.character == ""
# Play buzzer SE
Sound.play_buzzer
return
end
# Play decision SE
Sound.play_cursor
# Add text character
@edit_window.add(@input_window.character)
return
end
end
end

#==============================================================================
# module Input
#==============================================================================

module Input

#----------------------------------------------------------------------------
# Simple ASCII table
#----------------------------------------------------------------------------
Key = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
'Y' => 89, 'Z' => 90,
'0' => 48, '1' => 49, '2' => 50, '3' => 51, '4' => 52, '5' => 53,
'6' => 54, '7' => 55, '8' => 56, '9' => 57,
'NumberPad 0' => 45, 'NumberPad 1' => 35, 'NumberPad 2' => 40,
'NumberPad 3' => 34, 'NumberPad 4' => 37, 'NumberPad 5' => 12,
'NumberPad 6' => 39, 'NumberPad 7' => 36, 'NumberPad 8' => 38,
'NumberPad 9' => 33,
'F1' => 112, 'F2' => 113, 'F3' => 114, 'F4' => 115, 'F5' => 116,
'F6' => 117, 'F7' => 118, 'F8' => 119, 'F9' => 120, 'F10' => 121,
'F11' => 122, 'F12' => 123,
';' => 186, '=' => 187, ',' => 188, '-' => 189, '.' => 190, '/' => 220,
'\\' => 191, '\'' => 222, '[' => 219, ']' => 221, '`' => 192,
'Backspace' => 8, 'Tab' => 9, 'Enter' => 13, 'Shift' => 16,
'Left Shift' => 160, 'Right Shift' => 161, 'Left Ctrl' => 162,
'Right Ctrl' => 163, 'Left Alt' => 164, 'Right Alt' => 165,
'Ctrl' => 17, 'Alt' => 18, 'Esc' => 27, 'Space' => 32, 'Page Up' => 33,
'Page Down' => 34, 'End' => 35, 'Home' => 36, 'Insert' => 45,
'Delete' => 46, 'Arrow Left' => 37, 'Arrow Up' => 38,
'Arrow Right' => 39, 'Arrow Down' => 40,
'Mouse Left' => 1, 'Mouse Right' => 2, 'Mouse Middle' => 4,
'Mouse 4' => 5, 'Mouse 5' => 6}
# default button configuration
UP = [Key['Arrow Up']]
LEFT = [Key['Arrow Left']]
DOWN = [Key['Arrow Down']]
RIGHT = [Key['Arrow Right']]
A = [Key['Shift']]
B = [Key['Esc'], Key['NumberPad 0'], Key['X']]
C = [Key['Space'], Key['Enter'], Key['C']]
X = [Key['A']]
Y = [Key['S']]
Z = [Key['D']]
L = [Key['Q'], Key['Page Down']]
R = [Key['W'], Key['Page Up']]
F5 = [Key['F5']]
F6 = [Key['F6']]
F7 = [Key['F7']]
F8 = [Key['F8']]
F9 = [Key['F9']]
SHIFT = [Key['Shift']]
CTRL = [Key['Ctrl']]
ALT = [Key['Alt']]
# All keys
ALL_KEYS = (0...256).to_a
# Win32 API calls
GetKeyboardState = Win32API.new('user32','GetKeyboardState', 'P', 'I')
GetKeyboardLayout = Win32API.new('user32', 'GetKeyboardLayout','L', 'L')
MapVirtualKeyEx = Win32API.new('user32', 'MapVirtualKeyEx', 'IIL', 'I')
ToUnicodeEx = Win32API.new('user32', 'ToUnicodeEx', 'LLPPILL', 'L')
# some other constants
DOWN_STATE_MASK = 0x80
DEAD_KEY_MASK = 0x80000000
# data
@state = "\0" * 256
@triggered = Array.new(256, false)
@pressed = Array.new(256, false)
@released = Array.new(256, false)
@repeated = Array.new(256, 0)
#----------------------------------------------------------------------------
# update
# Updates input.
#----------------------------------------------------------------------------
def self.update
# get current language layout
@language_layout = GetKeyboardLayout.call(0)
# get new keyboard state
GetKeyboardState.call(@state)
# for each key
ALL_KEYS.each {|key|
# if pressed state
if @state[key] & DOWN_STATE_MASK == DOWN_STATE_MASK
# not released anymore
@released[key] = false
# if not pressed yet
if !@pressed[key]
# pressed and triggered
@pressed[key] = true
@triggered[key] = true
else
# not triggered anymore
@triggered[key] = false
end
# update of repeat counter
@repeated[key] < 17 ? @repeated[key] += 1 : @repeated[key] = 15
# not released yet
elsif !@released[key]
# if still pressed
if @pressed[key]
# not triggered, pressed or repeated, but released
@triggered[key] = false
@pressed[key] = false
@repeated[key] = 0
@released[key] = true
end
else
# not released anymore
@released[key] = false
end}
end
#----------------------------------------------------------------------------
# dir4
# 4 direction check.
#----------------------------------------------------------------------------
def Input.dir4
return 2 if Input.press?(DOWN)
return 4 if Input.press?(LEFT)
return 6 if Input.press?(RIGHT)
return 8 if Input.press?(UP)
return 0
end
#----------------------------------------------------------------------------
# dir8
# 8 direction check.
#----------------------------------------------------------------------------
def Input.dir8
down = Input.press?(DOWN)
left = Input.press?(LEFT)
return 1 if down && left
right = Input.press?(RIGHT)
return 3 if down && right
up = Input.press?(UP)
return 7 if up && left
return 9 if up && right
return 2 if down
return 4 if left
return 6 if right
return 8 if up
return 0
end
#----------------------------------------------------------------------------
# trigger?
# Test if key was triggered once.
#----------------------------------------------------------------------------
def Input.trigger?(keys)
keys = [keys] unless keys.is_a?(Array)
return keys.any? {|key| @triggered[key]}
end
#----------------------------------------------------------------------------
# press?
# Test if key is being pressed.
#----------------------------------------------------------------------------
def Input.press?(keys)
keys = [keys] unless keys.is_a?(Array)
return keys.any? {|key| @pressed[key]}
end
#----------------------------------------------------------------------------
# repeat?
# Test if key is being pressed for repeating.
#----------------------------------------------------------------------------
def Input.repeat?(keys)
keys = [keys] unless keys.is_a?(Array)
return keys.any? {|key| @repeated[key] == 1 || @repeated[key] == 16}
end
#----------------------------------------------------------------------------
# release?
# Test if key was released.
#----------------------------------------------------------------------------
def Input.release?(keys)
keys = [keys] unless keys.is_a?(Array)
return keys.any? {|key| @released[key]}
end
#----------------------------------------------------------------------------
# get_character
# vk - virtual key
# Gets the character from keyboard input using the input locale identifier
# (formerly called keyboard layout handles).
#----------------------------------------------------------------------------
def self.get_character(vk)
# get corresponding character from virtual key
c = MapVirtualKeyEx.call(vk, 2, @language_layout)
# stop if character is non-printable and not a dead key
return '' if c < 32 && (c & DEAD_KEY_MASK != DEAD_KEY_MASK)
# get scan code
vsc = MapVirtualKeyEx.call(vk, 0, @language_layout)
# result string is never longer than 2 bytes (Unicode)
result = "\0" * 2
# get input string from Win32 API
length = ToUnicodeEx.call(vk, vsc, @state, result, 2, 0, @language_layout)
return (length == 0 ? '' : result)
end
#----------------------------------------------------------------------------
# get_input_string
# Gets the string that was entered using the keyboard over the input locale
# identifier (formerly called keyboard layout handles).
#----------------------------------------------------------------------------
def self.get_input_string
result = ''
# check every key
ALL_KEYS.each {|key|
# if repeated
if self.repeat?(key)
# get character from keyboard state
c = self.get_character(key)
# add character if there is a character
result += c if c != ''
end}
# empty if result is empty
return '' if result == ''
# convert string from Unicode to UTF-8
return self.unicode_to_utf8(result)
end
#----------------------------------------------------------------------------
# get_input_string
# string - string in Unicode format
# Converts a string from Unicode format to UTF-8 format as RGSS does not
# support Unicode.
#----------------------------------------------------------------------------
def self.unicode_to_utf8(string)
result = ''
string.unpack('S*').each {|c|
# characters under 0x80 are 1 byte characters
if c < 0x0080
result += c.chr
# other characters under 0x800 are 2 byte characters
elsif c < 0x0800
result += (0xC0 | (c >> 6)).chr
result += (0x80 | (c & 0x3F)).chr
# the rest are 3 byte characters
else
result += (0xE0 | (c >> 12)).chr
result += (0x80 | ((c >> 12) & 0x3F)).chr
result += (0x80 | (c & 0x3F)).chr
end}
return result
end

end

#==============================================================================
# ** Scene_Name Leters Modification Made By Nattmath and Improved Cyclope
#------------------------------------------------------------------------------
# Makes you imput stuf with the keyboard
#==============================================================================
class Scene_Name

alias name_input_update update
def update
if @edit_window.index != $game_temp.name_max_char
(65...91).each{|i|
if Input.trigger?(i)
Sound.play_cursor
let = Input::Key.index(i)
let = let.downcase unless Input.press?(Input::Key['Shift'])
@edit_window.add(let)
end}
(48...58).each{|i|
if Input.trigger?(i)
Sound.play_cursor
let = Input::Key.index(i)
@edit_window.add(let)
end}
(186...192).each{|i|
if Input.trigger?(i)
Sound.play_cursor
let = Input::Key.index(i)
@edit_window.add(let)
end}
(219...222).each{|i|
if Input.trigger?(i)
Sound.play_cursor
let = Input::Key.index(i)
@edit_window.add(let)
end}
end
if @edit_window.name != ""
if Input.trigger?(Input::Key['Backspace'])
@edit_window.back
Sound.play_cancel
elsif Input.trigger?(Input::Key['Arrow Left'])
@edit_window.back
Sound.play_cancel
end
end
if Input.trigger?(Input::Key['Enter'])
if @edit_window.name != "" and @edit_window.name != " " and @edit_window.name != "  " and @edit_window.name != "   " and @edit_window.name != "    " and @edit_window.name != "     " and @edit_window.name != "      " and @edit_window.name != "       " and @edit_window.name != "        " and @edit_window.name != "         " and @edit_window.name != "          " and @edit_window.name != "           " and @edit_window.name != "            " and @edit_window.name != "             " and @edit_window.name != "              " and @edit_window.name != "               " and @edit_window.name != "                "  
# Change actor name
@actor.name = @edit_window.name
# Play decision SE
Sound.play_decision
# Switch to map screen
$scene = Scene_Map.new
return
else
# If name is empty return to default name
# Play buzzer SE
@edit_window.restore_default
Sound.play_buzzer
return
end
end
if Input.trigger?(Input::Key['Space'])
if @edit_window.index != $game_temp.name_max_char  
@actor.name = @edit_window.name
Sound.play_cursor
@edit_window.add(" ")
end
end
end
end








This post has been edited by Regashi: Jul 24 2010, 04:01 AM
Reason for edit: Put long script into a spoiler ~Night5h4d3


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yuzippy
post Jul 15 2010, 04:11 PM
Post #2


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Delete line 47. It is a double. Otherwise really nice! Great job! thumbsup.gif

!yuz!

Edit: In fact, I would replace lines 34-48 which looks like this:

CODE
#--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Arial"
    self.contents.font.size = 16
    self.contents.font.color = normal_color
    #Change this text to whatever instructions u want to have!
    self.contents.draw_text(0, 9, 404, 32, "Enter = Confirm,")
    self.contents.draw_text(100, 9, 404, 32, "Backspace = Delete,")
    self.contents.draw_text(225, 9, 404, 32, "Keyboard = Text,")
    self.contents.draw_text(328, 9, 404, 32, "Shift = Capital,")
    self.contents.draw_text(418, 9, 404, 32, "Enter = Confirm")
  end
end


Into this:

CODE
#--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Arial"
    self.contents.font.size = 18
    self.contents.font.color = normal_color
    #Change this text to whatever instructions you want to have!
    self.contents.draw_text(000, 9, 404, 32, "Enter = Confirm,")
    self.contents.draw_text(120, 9, 404, 32, "Backspace = Delete,")
    self.contents.draw_text(270, 9, 404, 32, "Keyboard = Text,")
    self.contents.draw_text(390, 9, 404, 32, "Shift = Capital")
  end
end


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Helladen
post Jul 15 2010, 05:50 PM
Post #3


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Thanks I'll check it out and see if its better.

Updated script to V.1.2. Thanks for the fix. I modified it a little, but was something I didn't notice. tongue.gif

This post has been edited by Helladen: Jul 15 2010, 05:58 PM


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Sycon
post Jul 16 2010, 01:49 AM
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Thanks this looks pretty good. Alot better than the standard one that is provided.

-S


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yuzippy
post Jul 16 2010, 05:03 AM
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Heh, yeah, I just noticed the text was a little small smile.gif


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Helladen
post Jul 17 2010, 10:09 PM
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I just modified the keyboard part to be more evenly spread out. Basically took what you posted though.

This post has been edited by Helladen: Jul 17 2010, 10:10 PM


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Helladen
post Jul 19 2010, 04:47 PM
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1.3 added where you can have it draw your face or character sprite.
Fixed it from not having a sound if you erased letters.
Changed some of the sounds and other small fixes.

This is the last fix, hope this works well for some of you.


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silvershadic
post Jul 21 2010, 12:10 PM
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Is there a way to make the letter's use able at times other than the name inputting?
I.e. Use the "Z" Key in game to select stuff like the Enter Key, but when it goes into the name input it's changed temporarily?
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Helladen
post Jul 22 2010, 06:58 PM
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I don't understand what your asking, but if your asking if you can make buttons to input and such yes its possible.


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silvershadic
post Jul 23 2010, 10:49 AM
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QUOTE (Helladen @ Jul 22 2010, 07:58 PM) *
I don't understand what your asking, but if your asking if you can make buttons to input and such yes its possible.

in the default settings, pressing "X" opens the menu. When the script is added, it's functionality is taken out.
I was asking if there was a way, to only remove the functionality of "X" during the name input screen, when it would just be a latter, but after the name input was over, it would return to be functional..
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Helladen
post Jul 23 2010, 01:15 PM
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X is used as a key input why would you need to do that? It works fine outside of the name input screen. I still don't know what your asking here.


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silvershadic
post Jul 24 2010, 10:44 AM
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QUOTE (Helladen @ Jul 23 2010, 02:15 PM) *
X is used as a key input why would you need to do that? It works fine outside of the name input screen. I still don't know what your asking here.

It stopped working for me.
Maybe it's just some script incompatibility.
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Helladen
post Jul 24 2010, 01:13 PM
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Try putting it at the very top and very bottom. Sometimes it is script compatibility issues.


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