Keyboard Input Dialog

jobar

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It sounds totally out of my league, hehe.
However I still need it.
PM me if you are interested in doing a paid commission work to modify your plugin.
 

styx92

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Works fine!

Only if you toggle fullscreen and window mode, than the window size changed. Thats a little bit wierd :D

But the rest is pretty nice :) Thanks for this.
 

KravenarGames

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Can it be used to change an actor's name?
 

styx92

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Can it be used to change an actor's name?
You can insert it into a variable and set the variable as an actor name.
If you set the output to variable 1.

Than you the script call: $gameActors.actor(actorId).setName(n)

Where you set n to $gameVariables.value(1)

So you have this command: $gameActors.actor(actorId).setName($gameVariables.value(1))

You only have to change the "actorId" to the actor who you wants to rename. The ID you get from the database in the actor tab.
 

Internetomancer

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Hey, this is really neat!

I commented out the stuff you had preventing arrow navigation and
I replaced this:
this._textBox = document.createElement('input');
with:
this._textBox = document.createElement('textarea');

And altered some of the height and font size code... and now it's like a whole multi-line text box for the player to type in notes and stuff?

I plan to create some kind of line-by-line text interpreter for what the player types, and use it as a major interface.

I'll tell you if I run into any issues.
 
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KillerGin

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Hello!

Thanks for creating this plugin.

I have run into one small issue. Sometimes when the input window pops up into the screen, it shows up very small and thin so that the player cannot tell what they are typing. If you blindly type, it still works.
Has anyone else run into this issue?

I use yanfly's core engine and increased the resolution of my game to 1270 x 720. Do you think this could play a part into this bug?
 

biud436

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Hello!

Thanks for creating this plugin.

I have run into one small issue. Sometimes when the input window pops up into the screen, it shows up very small and thin so that the player cannot tell what they are typing. If you blindly type, it still works.
Has anyone else run into this issue?

I use yanfly's core engine and increased the resolution of my game to 1270 x 720. Do you think this could play a part into this bug?
You can resize the text box using for the next two plugin parameters, called 'text Box Width' and 'text Box Height'. The following screenshot is that the resolution is changed using Yanfly's Core Engine.

 

Bilalichwa

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how to remove black background color
 

biud436

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how to remove black background color
It is possible to remove it. To do that you should use the plugin parameter named 'Background Color'. it is actually very simple, it is just a way to type the color value called 'rgba(0, 0, 0, 0.0)'
 

bvlgari

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Hi Biud, thx for sharing your plugin. I have some small issues
1.- It doesnt matters how i manipulate the height and width, if i change the 480(as default) for example, it remains the same values.
2.- when you go test mode, it seems that going from windowed to full screen causes some troubles with the dimensions.
3.- I experienced the same problem KillerGin says, i tried a project as APK on android, the text bar where you type, dissapears completely on that platform(the written text still works)

-is there any chance to add in the future the possibility to include, maybe a pair of optional buttons? like "Ok", "delete" etc.
 

biud436

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Hi Biud, thx for sharing your plugin. I have some small issues
1.- It doesnt matters how i manipulate the height and width, if i change the 480(as default) for example, it remains the same values.
2.- when you go test mode, it seems that going from windowed to full screen causes some troubles with the dimensions.
3.- I experienced the same problem KillerGin says, i tried a project as APK on android, the text bar where you type, dissapears completely on that platform(the written text still works)
The name of plugin file must be a name called "RS_InputDialog.js". if not, it couldn't change width and height values, so you must check whether the plugin file name is correct. And I know a lot of issues with my plugin already. But, there are too many areas to be updated and changed. So I'll be going to find a solution as easy as possible.

-is there any chance to add in the future the possibility to include, maybe a pair of optional buttons? like "Ok", "delete" etc.
One of the simplest way to implement button on an input dialog is to add real buttons to the parent element of the input dialog using the HTML Tag and then it handles the click event using JavaScript. I'll implement this later.

+

I've changed some features in this plugin.

1. Now that It's possible to edit the style sheet directly in the plugin manager.

2. I've added the Ok and Cancel button.
 
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bvlgari

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1.- Wow, im so happy that you included a new feature to your already great plugin!,
2.- Sadly, i'm into a trouble here :(, and i dont know if i'm doing something wrong, but i tried the new version and now it doesnt pop up the dialog, its like the plugin command InputDialog open is not working at all for me. Do i have to do something previously on the plugin manager?.
3.- I tested the new version of the plugin on a totally new project and its the same,If i create an event and insert that plugin command doesnt works.
Thanks in advance.:thumbsup-right:
 

biud436

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1.- Wow, im so happy that you included a new feature to your already great plugin!,
2.- Sadly, i'm into a trouble here :(, and i dont know if i'm doing something wrong, but i tried the new version and now it doesnt pop up the dialog, its like the plugin command InputDialog open is not working at all for me. Do i have to do something previously on the plugin manager?.
3.- I tested the new version of the plugin on a totally new project and its the same,If i create an event and insert that plugin command doesnt works.
Thanks in advance.:thumbsup-right:
Before you start running this plugin, you need to check the version of RMMV. A New demo game is worked fine in RMMV 1.6.0 BETA channel. So you should check whether 'rpg_xxxx.js' and 'index.html' files and all of files from fonts directory that have changed. and if the plugin configuration file is not changed, you may also need to register this plugin again in the plugin manager.
 

bvlgari

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Hm.. I see. Damn, i honestly right now dont know if going or not to 1.6 Beta, cause i have read about his unstable state.
No chance for this renewed plugin to be available on 1.5.1 right?

Honestly, im so interested on this feature you provide, because its a core thing on my project; i want to use your plugin on password
features; the password by name input mechanism is not enough for me.
Anyways, thanks for your support. !!
 

biud436

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Hm.. I see. dayum, i honestly right now dont know if going or not to 1.6 Beta, cause i have read about his unstable state.
No chance for this renewed plugin to be available on 1.5.1 right?

Honestly, im so interested on this feature you provide, because its a core thing on my project; i want to use your plugin on password
features; the password by name input mechanism is not enough for me.
Anyways, thanks for your support. !!
I've fixed the bug that you said and the demo game updated.

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'.
 

bvlgari

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1.- I just tested your plugin on 1.5.1 : It works perfect! thank you so much.:cutesmile:
2.- But, i have to say it, there is another bug.
But i think is really minor. Looks like the process, after used, for example you input a determined text, the dialog ends, and the plugin keeps
like processing the input. I was testing the plugin, used it, then i went into a battle on another map(im not using it during battles,btw). several seconds later(during the battle), i got the following error message: "TypeError " in yellow, and the following text " Cannot set property 'onchange' of undefined" and the project freezes permanently.

This is the only bug i got, and it happened on android device. Besides that, you can see the options "ok " and "cancel" in the upper left corner totally unclickable.

3.- The last thing i can add, and i hope you dont want to kill me, is that you could add the following option: when the input dialog opens, and the keyboard opens, if the user press back on his android device, you can't reopen the text, so you have to click ok or cancel, and try to open the dialog again,so it would be nice if pressing the space you have to write, could re open the keyboard, avoiding to click ok or cancel to restart a new instance. This is just to improve the user interface, i guess.

You are the best !:rock-left::)
고마워
EDIT: Ok, i have tested the plugin on a totally new project and if think i can help you
to adress in a certain way the nature of the bug: if you create an event (anywere on any map) with the InputDialog open, you finish using it and so on; seems like the plugin commands never ends. The bug appears when you start a battle. You can check that
by simply going to test battle(doesnt matters which enemy), you will see the bar where you have to write in the upper left corner. After you end the battle, the project crashes with the message i described previously.
 
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biud436

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@bvlgari
I've altered the code about processing the event listeners and then removed some bugs.

There is the part of changed code here: https://goo.gl/EU9gs6
 

bvlgari

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Hi biud, wanted to let you know that i tried the updated version, and it works PERFECT!
I.
- On PC projects: 100% operative, 0 bugs.
II.- On Android: Working ok too, but i honestly think you can make this even better with 2 additions, if possible:
1.- Allow to "re appear" the virtual keyboard when you press the area to write (i.e. the user pressed back and closed the virtual keyboard, his only choice is pressing ok or cancel, being unable to write during this instance)
2.- When InputDialog open is used, the android device "keeps" retained, stuck, the android status bar, even after the input dialog finishes, reducing the visual range of the screen, maybe cutting important areas of the map, or messages.
Thats all , as always, thanks to you. Your N1 fan here.
Pd: i added a picture to clarify
 

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ChizWhiz12

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Thank you so much for sharing this plugin! I've been looking for something like this a long time.

I would just like to ask for assistance regarding a certain issue on my events:

InputDialog variableID 23
InputDialog open

then a conditional branch checking if variable 23 = -9

The thing works for positive constant but not for negative constant. I'm not sure why. Thanks in advance!
 

JamesRyan

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This one is a good plugin to make commands, or cheats for testing purposes. I have been able to make something like "-hpup x" to increase my party Max HP by x.
 

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