Input letter password with SE on input

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Started by RPGVeir 10 posts View original ↗
  1. 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/
  2. I don't remember if it has sound effect, but passwords are usually done with name input processing on an unused actor
  3. 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.
  4. Whenever you request a script edit, you have to put the link to the script as well.
  5. Oh right, I'm sorry. It's in the main post now.
  6. 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
  7. 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.
  8. [move]RGSSx Script Support[/move]
  9. Thank You a lot. It works now!
  10. [closed]IgnoreMe[/closed]