everybear

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I am looking for a simple number pad for RPGMV, the in-engine number entry is borderline useless. I've been messing with the script provided in this thread which seems to be the only one of these for MV that's out there. Are there scripts that I'm just not seeing? The Cecilia thing works OK but needs a bit of polish. I've tweaked it a bit but I don't know Javascript, so I cant make many significant changes. Anything else like this out there?
 

ShadowDragon

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how often do you need it?
it is possible to event it otherwise (for different looks), but the number input
might be a bit trickier if it goes from right to left (last number pushes to the left).
left to right is easier.

there isn't really any good keypad like that though. but the only nice and simple
one is from galv for vx(ace) I believe.

but do you want it look like a keypad?
 

ShadowDragon

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@Soulrender if you want a visible numpad/keypad, than how would
keyboard input work for the look?
 

Soulrender

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I thought it could give @everybear some other ideas, because I didn't find any number input plugin like in 1st post. Of course he could use SRD's superTool and rearrange default layout for his needs, but um... I'm not that great fan of that script.
 

ShadowDragon

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galv numpad is 1 simple one, but vx(ace), so far I know, there is no
other than that either.

the only way I can think off, is to event it, but numbers goes from
left to right, instead of right to left (pushes last number to the right) like
a calculator.

but it might be usefull to reposition it, and illusion of a numpad image behind?
but non clickable.

I know some methodes, but click able from left to right input is the best
I could make by eventing it.

it's probably not made alot because low demands on it?
 

everybear

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It only comes up once in the game. I was hoping for something that would use the numpad on a keyboard or have a clickable UI on screen. I can visualize doing it with events but the code I want to use is 8 digits (its a specific date), so I'd be tracking like 8 different variables and tracking which order the player hits them in. That's a bit much for something that only comes up once. There's probably some less complicated way that I'm just missing.

I did see that VX Ace script & its basically exactly what I'm after. Alas!
 

ShadowDragon

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@everybear 8 digits require 2 variables, not 8 =)

why 2?

1 is for the index (so you can check the rows, 1, 2, 3, 4, etc up to 9 if you like,
because thats the max number to input out (unless using a scriptcall for a
higher digit (like 25 digits)).

the 2nd variable is to store the digits, the best way how this works is to
check my tutorial on the ocarina (in my spoiler), that uses it backwards,
but it you can reversed it to get highest number on index if 1, like:

index 1 = 1000000
index 2 = 2000000
index 3 = 3000000 etc
but the presses that reads it add a new number behind it.
once you understand the ocarina, you can basicly can make a piano,
a keypad (even if it's clickable), etc.

but a keypad that has clickable numbers or by typing it out on the numpad,
can be trickier, but you should explain you can use both or just with the mouse.
or use both.

but it can give you a start how to build one with 2 variables.
you can add a 3rd variable that is required to open the door, without
knowing the code, any code fails if variable is -1, but once you learned it,
you can change that variable to the code required to open the lock.
 

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