[RMVX ACE] ADDING NUMBERS TO THIS NAME INPUT SCRIPT
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Hello people and creatures alike!
I'm using a really neat script by Jetpackgone called Minimalist name input.
This is an amazing script but sadly it's missing numbers which I desperately need for my project's name input screen. I'd like
to have numbers added to this script, this can be done by another page
or just making the height greater in general to fit the additional characters.
The Script
I'm using a really neat script by Jetpackgone called Minimalist name input.
This is an amazing script but sadly it's missing numbers which I desperately need for my project's name input screen. I'd like
to have numbers added to this script, this can be done by another page
or just making the height greater in general to fit the additional characters.
The Script
Try putting...
...this into a separate code-section. The original method's table method was probably set up as a multidimensional array because that's how it functions in the default Window_NameInput functions. However, with only one "page" to process, and a bit of tweaking, we can use the "size" property to help manage various properties of the window.
class Window_NameInput < Window_Selectable #-------------------------------------------------------------------------- # * Character Tables (Latin) #-------------------------------------------------------------------------- LATIN3 = [ 'A','B','C','D','E', 'F','G','H','I','J', 'K','L','M','N','O', 'P','Q','R','S','T', 'U','V','W','X','Y', 'Z','', '', '', '' , '0','1','2','3','4', '5','6','7','8','9', '', '', '', '', 'OK'] #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(edit_window) super(edit_window.x, edit_window.y+edit_window.height, edit_window.width, fitting_height(9)) @edit_window = edit_window @page = 0 @index = 0 refresh update_cursor activate end #-------------------------------------------------------------------------- # * Get Text Table #-------------------------------------------------------------------------- def table return LATIN3 end #-------------------------------------------------------------------------- # * Get Text Character #-------------------------------------------------------------------------- def character @index < table.size-2 ? table[@index] : "" end #-------------------------------------------------------------------------- # * Determine Cursor Location: Confirmation #-------------------------------------------------------------------------- def is_ok? @index == table.size - 1 end #-------------------------------------------------------------------------- # * Move Cursor Down # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_down(wrap) if @index < table.size-5 or wrap @index = (index + 5) % table.size end end #-------------------------------------------------------------------------- # * Move Cursor Up # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_up(wrap) if @index >= 5 or wrap @index = (index + table.size-5) % table.size end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear change_color(normal_color) table.size.times {|i| draw_text(item_rect(i), table[i], 1) } end end
...this into a separate code-section. The original method's table method was probably set up as a multidimensional array because that's how it functions in the default Window_NameInput functions. However, with only one "page" to process, and a bit of tweaking, we can use the "size" property to help manage various properties of the window.
author=MarrendThanks for saving the day again Marrend, this is exactly what I was aiming for!
Try putting...
class Window_NameInput < Window_Selectable #-------------------------------------------------------------------------- # * Character Tables (Latin) #-------------------------------------------------------------------------- LATIN3 = [ 'A','B','C','D','E', 'F','G','H','I','J', 'K','L','M','N','O', 'P','Q','R','S','T', 'U','V','W','X','Y', 'Z','', '', '', '' , '0','1','2','3','4', '5','6','7','8','9', '', '', '', '', 'OK'] #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(edit_window) super(edit_window.x, edit_window.y+edit_window.height, edit_window.width, fitting_height(9)) @edit_window = edit_window @page = 0 @index = 0 refresh update_cursor activate end #-------------------------------------------------------------------------- # * Get Text Table #-------------------------------------------------------------------------- def table return LATIN3 end #-------------------------------------------------------------------------- # * Get Text Character #-------------------------------------------------------------------------- def character @index < table.size-2 ? table[@index] : "" end #-------------------------------------------------------------------------- # * Determine Cursor Location: Confirmation #-------------------------------------------------------------------------- def is_ok? @index == table.size - 1 end #-------------------------------------------------------------------------- # * Move Cursor Down # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_down(wrap) if @index < table.size-5 or wrap @index = (index + 5) % table.size end end #-------------------------------------------------------------------------- # * Move Cursor Up # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_up(wrap) if @index >= 5 or wrap @index = (index + table.size-5) % table.size end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear change_color(normal_color) table.size.times {|i| draw_text(item_rect(i), table[i], 1) } end end
...this into a separate code-section. The original method's table method was probably set up as a multidimensional array because that's how it functions in the default Window_NameInput functions. However, with only one "page" to process, and a bit of tweaking, we can use the "size" property to help manage various properties of the window.
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