Simulate player input

centaur66

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So what I’m trying to do is right after the intro to the game I want a name input menu to come up. I know how to do that but I want to do 1 of 2 things. The first is to have the game automatically input the name “AJ’ without the player actually doing anything. I thought about just mocking up a movie to do it but I think it would be more convincing to use the in game assets. The second thing I would be interested in doing would be a password type deal, where you need to type in a specific name or word in order to progress. Thanks for the help in advance.
 

Heirukichi

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Can't you just create an actor named AJ and use that name as a dummy name? You can store whatever the player writes in that name and then use it to rename something else.
 

Ebanyle

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There's Input Simulator, but I don't think it works in windows of this nature.
 

Heirukichi

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I did not read the script, but simulating player input can be done in two different ways: effectively simulating the input itself, or reproducing the results that the said input would produce. The first one requires the Win32API and requires both ruby scripting AND windows built-in methods knowledge, the second one only requires ruby scripting knowledge.

The easiest way would be the one I mentioned in my previous post, where you use a dumy actor to store a name (AJ in your example) and then allow the player to add more after that (or modify that). If that is not what you are trying to do, i am afraid you should start a thread in the script request board or look for a script to do something like that.
 

Andar

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password type deal,
easy - just check the actor name with a conditional branch.
If you don't know how to do that, go to the official blog (link top right) and search for passwort, there was a tutorial on the blog several years back.
 

gstv87

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The first is to have the game automatically input the name “AJ’ without the player actually doing anything
where?
how? in what context?

if it must be executed overriding player input, that's one thing.... if it must be presented as a default, that's another thing.... if it must appear, that's one thing, and if it must type out, that's another thing.

The second thing I would be interested in doing would be a password type deal, where you need to type in a specific name or word in order to progress
that's easily doable by calling the name input window, although you might want to alias it and call it it's own window, with a custom method to overwrite the text as * or ?, masked, as a password.
it should only mask the presentation, not the input itself.
 

Shiro-chan

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For the password, you can simply go Conditional Branch Second Page: Actor -Name- Applied. Then use the name input function to name that actor as the password and check against it. You can also check one actor name against another actor name (for a variable/randomised password for example) with Conditional Branch Last Page: Script. Use the following code and adjust to your actors.
Code:
$game_actors[x].name == $game_actors[y].name
where the x and y must be the correct actor slots of course.
 

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