Keyboard Input Dialog

biud436

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Keyboard Input Dialog 1.1.16


by Biud436





Introduction


This plugin allows you to display text edit box on the screen.


Features


- Supports typing various languages.


Video







Screen Shots






- English-






- Korean -







- Japanese -







- Chinese -







- Russian -







- Arabic (Right to Left) -



How to Use

  • Adding the plugin to your project

Download the plugin and place it in the folder called your_project_directory/js/plugins.


and then in plugin manager, Select RS_InputDialog plugin and add it.

  • Event Example



Spoiler



◆Plugin Command:InputDialog backgroundColor rgba(255, 255, 255, 0.7)
◆Plugin Command:InputDialog variableID 4
◆Plugin Command:InputDialog text Please enter the web site
◆Plugin Command:InputDialog open
◆Text:None, Window, Bottom
: :You are entered the string called \c[3]\v[4]\c[0]
: :If you click the button called 'Yes',
: :It will execute that url to the native browsers.
: :Would you execute the website?
◆Show Choices:Yes, No (Window, Right, #1, #2)
:When Yes
◆Script:if(!Utils.isNwjs()) {
: : console.warn('This platform is not Nwjs');
: : this._index = this._list.length;
: :}
: :var os = navigator.platform;
: :var url = $gameVariables.value(4);
: :var child_process = require('child_process');
: :if(os.indexOf('Win') >= 0) {
: : child_process.exec('start ' + url);
: :} else if(os.indexOf('Mac') >= 0) {
: : child_process.exec('open ' + url);
: :}

:When No

:End

Plugin Commands

Opens Input Dialog.

InputDialog open


Changes the width of Input Dialog.

InputDialog width 488


Changes the text of Input Dialog for representing the description.

InputDialog text Please enter the string...


Changes an id of the variable for saving the value.

InputDialog variableID 3


Displays a alert window of the browser when you are pressing the enter

InputDialog debug true

Specifies the maximum number of character for an input field.

InputDialog maxLength 10
This plugin commands decide how to set the position of the input dialog.
In case of "InputDialog pos center", it will be set the position of the input dialog is to center.
In case of "InputDialog pos 0 0", it will be set the x and y values of the input dialog is to 0, 0

InputDialog pos center
InputDialog pos 0 0



Demo Download


This demo might not be included latest version of this plugin. The latest version of this plugin is you can find in my Github. So you should check the plugin version and update it.


Demo(Dropbox) - (RMMV v1.6.2)


Plugin Download


Github RAW


Change Log

2016.08.09 (v1.0.0) - First Release.
2016.08.09 (v1.0.1) - Added Background Color.
2016.08.10 (v1.0.1A) - Added ID Variables.
2016.08.10 (v1.1.0) - Fixed Window_DialogHelp class into the plugin.
2016.08.16 (v1.1.1) - Added the direction property setting the direction of content flow.
2016.08.16 (v1.1.1A) - Fixed a whitespace bug.
2016.10.14 (v1.1.2) - Fixed the issue that is not working in Battle.
2016.10.14 (v1.1.3) :
- Fixed the bug that does not change the background color.
- Fixed the bug that does not change the variable ID.
2016.10.17 (v1.1.4) - Fixed the frame works of input dialog in battle.
2016.10.18 (V1.1.5) - Fixed an issue that battler's movement is too fast.
2016.10.29 (v1.1.6) - Added the function that allows you to specify the maximum number of character for an input field.


2016.11.13 (v1.1.61) - Fixed the issue that is directly calling the requestUpdate function of SceneManager.


2016.12.02 (v1.1.65) :
- Added some style codes such as a text shadow and an outline into the text box.
- Fixed the way that can temporarily stop attack and skill actions with an enemy when the text box is activated in the battle.
- It will not process the text input when the text box is not shown in the battle.
- In the debug mode, It adds the result value to a log window after the text input is done.
2016.12.08 (v1.1.68) - Removed the text hint window.
2017.01.30 (v1.1.7) - Fixed an issue that is not working properly if the text dialog has a string to start with a number.
2017.02.16 (v1.1.8) :
- Fixed incorrect position and width, height values in the text box.
- Added new feature that indicates the input dialog at the top position of the screen when pressing any key on your own mobile device.
- Added new feature that automatically returns a result of the text box if you did not press anything.
2018.01.30 (v1.1.9) :
- Added the button called 'OK'.
- Added the button called 'Cancel'.
- Removed the feature that can change the background-color of the input dialog.
2018.02.03 (v1.1.10) :
- Fixed the issue that is not working in RMMV 1.5.1
- Fixed the default value of the plugin parameter called 'CSS'.
2018.02.06 (v1.1.11) :
- Fixed the issue that is not working in the battle scene.
2018.10.22 (v1.1.15) :
- Added a plugin command that sets the position of the input dialog.
- Added a feature that the keyboard layout is displayed again if you touch the text box from android devices.
- On the mobile device, the font size is now set to 1rem.
- Fixed the default UI-theme is to black.
- In the chromium 69+ more over, The input element is always displayed even though <canvas>'s z-index is large than <input> element's z-index. so I've fixed it (I've applied the property named display: none; )
2019.03.05 (v1.1.16) :
- Fixed the issue that can not create a background when using Irina_PerformanceUpgrade.



Credit and Thanks


- Biud436


Terms of Use


Free for commercial and non-commercial use.
 
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fusegu

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Great work btw.  For the most part the interface of the plug in is clean and easy to understand.


Nuance Question:


I'm using  your plug in for spell casting IN BATTLE.


When the dialog box is used and then goes away, the battle scene re outputs: enemies appear.  Not its not resetting the entire battle. I tested that by attacking and measuring hp. 


BUT!


The question becomes, what in the code is causing the scene manager(?) to think the monsters are coming back. And what can I do to fix it.
 

fusegu

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@biud436

Uploaded the new .js file. 


I like how it fades out and you still see the battle etc taking place.


The background color changes etc aren't taking with the PlugIn commands.  So I had originally changed it to a red color, and that was working, now its not.


Also oddly enough its not saving the variable.  So the script runs, but when it calls on the variable it thinks its still 0.
 

fusegu

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Are my notes detailed enough so far? It seems so... If not let me know. I don't mind posting videos either.

So this time whenever I load the newest patch it does the really weird thing where in battle everything is set to turbo or is just having extra click or enter commands thrown in.

For example

  • If I try to push down it skips a line.
  • When I push enter or click to finish the command, it keeps pushing enter there by skipping the commands flying through the battle.

To verify it was the plugin I completely removed it from the folder and the plug in manager and ran.  Everything was normal. Than I reinstalled and the issue was back.

I'm really excited about using this so I really appreciate that you made all these changes. Its going to do pretty much exactly what I need when its all said and.  I straight forward simple plug in to help with my magic system.


Thank you, and keep up the great work ^.^
 

biud436

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whenever I load the newest patch it does the really weird thing where in battle everything is set to turbo


Actually, I clearly didn't understand what you're saying. That is because my English skill is so lacking. In spite of my lacking English skill, I'm trying to stay active in this official forum. That is because the Korean forum is hardly any activity these days. Anyway, I'm trying to work for all issues that you said. First up, I've fixed an issue that the character movement is updated too fast.
 

fusegu

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Korean is next on my list of languages to learn... which means right now, I speak 0 Korean. So you're ahead of me in the communication game.


https://youtu.be/--CqP3-FO-w


Went ahead and recorded what its doing for me and uploaded it to youtube.


Good Luck
 

biud436

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Korean is next on my list of languages to learn... which means right now, I speak 0 Korean. So you're ahead of me in the communication game.


https://youtu.be/--CqP3-FO-w


Went ahead and recorded what its doing for me and uploaded it to youtube.


Good Luck


Your YouTube video is private status. so I can't see your video.
 

fusegu

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I moved it to unlisted
 

biud436

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I moved it to unlisted


In Battle, I was executed an update function twice per each frame. So it has worked the faster speed than normal speed in the battle. After that, I've fixed its issue to 1.15 version on yesterday. Is there still the same issue in your game? If it is true, You should check an new version of my plugin and replace as that version. That is an important update. And I also added a game pause solution to use the member variable called '_stopped' that can be found in SceneManager.
 

fusegu

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I'll try it right now. One moment
 

fusegu

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Yep still doing it.  Just like the video. 
***EDIT***
Actually its worse... After you leave combat everything is set to SUPER SPEED!
************

Originally it started the wacky turbo thing right away.  Now it waits until I execute the first command. 

I stream my game edit at 9AM Eastern - not sure whats that for you over there in Korea, but if you're on feel free to check it out. You can get a live game tester for any edits you're trying to make.

twitch.tv/fuseguno

Keep at it! Every change there is a change. So just got to keep moving forward!
 
 
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Krimer

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Thanks for plugin @biud436!


Can you add max length parameter? I want limit input sometimes.
 

biud436

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Thanks for plugin @biud436!


Can you add max length parameter? I want limit input sometimes.


Thank you for your feedback. I've added the function that allows you to specify the maximum number of character for an input field.
 

fusegu

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Hey krimer - have the script called in battle and see what happens.  I want to see if its something just in my game file or the way i'm using it that's causing the issue. I have no other plug ins so I can't imagine what else would be causing the issue...
 

Krimer

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Hey krimer - have the script called in battle and see what happens.  I want to see if its something just in my game file or the way i'm using it that's causing the issue. I have no other plug ins so I can't imagine what else would be causing the issue...
all good in battle for me, i don't see any problem.
 

fusegu

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THATS SO WEIRD... I'll play test it some more after I finish the project I'm doing for Game Jam.  Probably just need to load into a fresh generic new project and play test from there loading one thing at a time until I figure out whats breaking it.  Since that's THE ONLY plugin I'm using... I suppose it could be something to do with the way I called the script or the common event I used.  Sigh... this is a incredibly important part of my game and I was super stoked when I found this plug in as its ideal what I want.  So I'll stick to it. 

Thanks guys. 
 

biud436

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In Battle, It works fine as follows.


1. Setting up the note section of certain skill by using Yanfly Battle Engine Core and Yanfly Action Sequence Pack 1.

Code:
<setup action>
COMMON EVENT: 1
</setup action>
2. Setting up the common event to 1

Code:
◆Plugin Command:InputDialog open
◆Wait:10 frames
◆Text:None, Window, Bottom
:    :Result : \v[3]
 
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fusegu

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I'm so lost.

I loaded everything into a Blank Project and ran several trials.

  1. Trial 1) Not using Yanfly's plugins with InputDialog: I got it to work fine, with no framerate or timing issues.  I even duplicated the common events I'm using in the main project.
  2. Second trial I added Yanfly's stuff and did as you said. Got it to work fine.
  3. As a note though: Any changes I made I had to actually CLOSE RPG Maker and load it back up for it to stick.  Which was really weird and annoying. Your plug in doesn't update somehow when making changes. 

Next I went to my main project.

  1. I made adjustments based on Trial 1 (namely placing the 10 second wait) and variables are saving correctly now in battle.  Weird how that ten frame wait is needed it for the variable to actually save...  Still got the turbo speed in battle and then carried on after.
  2. I added the Yanfly stuff and adjusted everything to work with that.  I am still experiencing the turbo speed. 
  3. I remove your plug in, and everything works fine. 

I'm not sure what is interacting with your plug in to cause this.  I recently did a side project and found weird interactions with ways I had changed things, but because I made all the changes I was able to de bug them.  I really don't even know where to begin to figure it out in this case. 
 

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