Spell Casting Manual Entry Plug In

fusegu

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http://www.fuseguproductions.com/japanese-edutainment


The game's theme is a Japanese Edutainment title that attempts to help teach you Japanese.  In the game, Japanese IS the language of magic and certain words trigger spells.


The vision is that when you press the magic skill in combat or on the world map, a blank "field" appears on screen and you manually type in the words to cast the spell.  So for example, typing in the Japanese word for fire would then trigger the fire spell. 


This where I get lost... Less is best after all.  So if the field then linked to a common event to check against known skills and then trigger the matching skill. And if it doesn't match anything just return a bust.  The bust would count as a lost action and not prompt a retry; I'm not sure that a common event could handle a check against all skills and so all that may need to be build into the plug in. 


Any help or feedback would be greatly appreciated.  Thanks ^.^


Fusegu

 
 

Andar

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it is possible to do this by common event, but it would require one conditional branch for each skill - which makes it a very long conditional event.


Just use an actor that is not in the party to ask for a name input by event command (there might even be a way to turn the name input into japanese default by a script change - it was possible in Ace, but I don't know if it is possible in MV), then compare the resulting name with all possible skill names in a conditional branch and force action the skill if that fits.
 

fusegu

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Good tip... if not a bit messy. I'll play around with it. I could in theory make it a bit less messy by splitting things up by spell type so as to limit the number of checks I'm writing per event. 

Thanks for getting back to the post so quick ^.^
 

fusegu

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So unfortunately it won't call up the name input screen in the middle of a battle... which of course defeats the purpose.  So still to the drawing board there...



I found several keyboard input plug ins that save the inputted information to a game variable.


==== I don't know how to do the spoiler thing, but ignore this unless you are interested in the way my idiocy works===


Now I'm struggling to figure out how to actually get that into an if then statement.  I tried


If $gameVariables.value(X)= Y


Force Action: Actor does skill :: Just used a normal force action command from the default menu after the above script. 


Where X is the saved input and Y is what I need to be true (for example hi)


This just returned an error.  The plug in I used appears to be working fine, so I feel like its probably something I did with the script writing.


scriptwork.png


==========================================


'ight... SOOO I actually got it all working in a weird sort of way. But now I'm struggling to get it smoove like a babies bottom.  Still think a proper plug in would handle the whole thing, but here we go... (AND if this belongs somewhere else, just lemme know and I'll move it in the forums.)

  • I'm using biud436 keyboard entry plug in.
  • During a battle, his input dialog box opens up and you put the stuff in there.  When the dialog box goes away, it says "monster have appeared." as if the battle is restarting. ITS NOT restarting, I tested that.  BUT the text box isn't needed so I need to make that go away. I Any suggestions?

    I attached his code...
    View attachment Keyboardtxtinput.txt
 
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