Text Input With Pluggy
This is an update of the script given in Text Input With TSFC, using Pluggy string functions. By using Pluggy for the input, you now have the option to easily retain or save data for later use.
This code will accept text input from the player, storing the data in a Pluggy string. All regular keyboard characters are supported except tilde(~). Shift and Backspace may be used normally. Text is shown as typed via MessageBoxes, which also have buttons for the player to end their input or clear all input.
RequirementsEdit
SetupEdit
If you haven't set up DXtoToken, set it up now following the instructions in that article. This script uses the names recommended in that article for the activator.
As presented, this script is intended to run as a quest script and will use the player's input to rename an item. It could however be modified to use the input in a different way, or to run in an object's script.
After creating a quest for the script to run on, find the line "StopQuest TextInput" and replace "TextInput" with the name of your quest.
You'll then need to use the following snippet of code in another script when you're ready to get the player's input, assuming that you used the quest name TextInput.
set TextInput.item to myItem ; Must tell the script which item to rename StartQuest TextInput
LimitationsEdit
- It is impossible to support the tilde(~) or accent(`) keys.
- Caps Lock is ignored, since most players will use it to toggle run. It would be possible to add support for it, but it's not recommended.
- While the script can respond quickly, allowing the player to type at a fairly normal pace, if multiple keys are pressed at the same time only one of them will be recognized.
- If the typed text overflows to multiple lines on the MessageBox, a dash(-) will be shown at the end of each line (per normal grammar rules). This is a function of the game engine, and the actual text is not modified.
Functions & Scripting Concepts UsedEdit
The CodeEdit
scn TextInputScript ref item float fQuestDelayTime short control short button short console long key long shift long name long prompt long clear long done long temp begin menumode 1001 if ((isKeyPressed2 key) && (key != 42) && (key != 54)) return else set key to GetKeyPress 0 if (GetNumKeysPressed > 1) set shift to GetKeyPress 1 if ((key == 42) || (key == 54)) set key to shift set shift to 1 elseif ((shift == 42) || (shift == 54)) set shift to 1 else set shift to 0 endif else set shift to 0 endif endif if ((key == 1) || (key == 42) || (key == 54) || (key > 57)) elseif (key == 41) ; Open/close console if (console) set console to 0 else set console to 1 endif elseif (console) elseif (key == 14) ; Backspace if (StringLen name) set temp to (StringLen name) - 1 StringLen name temp endif SetString prompt "Name: " StringCat prompt name StringMsgBox prompt clear done elseif (key) set DXtoToken.dxKey to key set DXtoToken.shift to shift DXtoToken.activate player 1 set temp to DXtoToken.sToken StringCat name temp SetString prompt "Name: " StringCat prompt name StringMsgBox prompt clear done endif end begin gamemode set fquestdelaytime to 0.01 if (control) set button to getbuttonpressed if (button == 0) StringLen name 0 SetString prompt "Name:" StringMsgBox prompt clear done elseif (button == 1) StringSetName item name DestroyString name DestroyString prompt DestroyString clear DestroyString done set control to 0 stopquest TextInput endif elseif (control == 0) set name to CreateString -1 0 1 StringLen name 0 set prompt to CreateString -1 "Name:" 1 set clear to CreateString -1 "Clear All" 1 set done to CreateString -1 "Finish Input" 1 StringMsgBox prompt clear done set control to 1 endif end
See AlsoEdit
- Text Input With OBSE - an alternative that does not require Pluggy.
- Text Input With TSFC - an alternative which uses TSFC.