Hello,
Is there any script out there which would let player type in letters based password all while having this nice typing sound effect? I search for exact same thing as "input number" event but with letters instead.
I've found Efeberk textbox script which is closest to what I want, but it has no sound effects whatsoever and I have no idea how to edit it.
Here's the link to the script: https://www.rpgmakercentral.com/topic/29309-textbox-script/
Input letter password with SE on input
● ARCHIVED · READ-ONLY
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I don't remember if it has sound effect, but passwords are usually done with name input processing on an unused actor
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Is there no way to edit Efeberk script so it plays sound whenever we type a letter? I tried to add it but so far as closest I got was to play a sound whenever key is pressed. Meaning it would just loop endlessly if I held the key.
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Whenever you request a script edit, you have to put the link to the script as well.
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Oh right, I'm sorry. It's in the main post now.
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Idk, something like this should do, maybe ... Put below the script
Code:class Window_TextBox def update_keyboard if NoteInput.trigger?(NoteInput::ENTER) @real_text = @real_text.to_i if @type == :numeric $game_variables[@var] = @real_text @finished = true @text = "" @real_text = "" elsif NoteInput.trigger?(NoteInput::BACK) return if @real_text == "" @text = @text[0, @text.size - 1] @real_text = @real_text[0, @real_text.size - 1] else return if text_size(@text).width >= contents_width - 10 || @text.size >= @length k = "" case @type when :numeric k = NoteInput.key_numeric @text += k @real_text += k when :password k = NoteInput.key_type @text += BERK::PASSWORD_CHAR if k != "" @real_text += k when :normal k = NoteInput.key_type @text += k @real_text += k end RPG::SE.new('Cursor1',80,100).play unless k.empty? end end end -
since noteinput is declared as function, can't you alias trigger?() and put the SE call right below it?
like:
Code:module noteinput alias origtrigger trigger? def trigger?(key) origtrigger?(key) audio.se_play(*args) end end
I'm just speaking from looking at how the functions are declared, and assuming alias works as I imagine it would. -
[move]RGSSx Script Support[/move]
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Thank You a lot. It works now!
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[closed]IgnoreMe[/closed]