dragontamerseven
Member
Sorry for the confusing title. I'm not new to gamemaker per se, I used to mess around with DnD a lot when I was younger. What I am new to is GML itself. I've been referring to premade codes and examples and reverse engineering them to learn how to properly implement things into a project I'm working on. One example I'm trying to reverse engineer is a "name entry" system similar to the one found in Earthbound titles. I have no problem removing the "Don't care" option or the unnecessary characters in the input section, but what I need a little help with, albeit embarrassing, is, I can't figure out how to reduce the name input from four names + two favorites, to just a single name. I haven't found a name entry system that works for what I'm doing aside from this one, unfortunately... Below will be the code, does anybody have any answers on how I can remove the extra name input options, and just leave it to name the PC?
I'll admit, I've adapted really well to scripts, movement, dialog, menus, etc. But for some ungodly reason, name entry is killing me. XD Thanks in advance.
CREATE
STEP
ALARM
DRAW
Key Press X
Key Press Z
GML:
name_question[1] = "The name of the protagonist."
name_question[2] = "The name of the second party member."
name_question[3] = "The name of the third party member."
name_question[4] = "The name of the fourth party member."
food_question = "What's your favorite food?"
thing_question = "What's your favorite thing?"
if !global.gender {
dontcare[1,0] = "Ian"
dontcare[1,1] = "Kevin"
dontcare[1,2] = "Luke"
dontcare[1,3] = "Rick"
dontcare[1,4] = "Thom"
dontcare[1,5] = "Reimer"
dontcare[1,6] = "Nick"
dontcare[1,7] = "Kuroo"
} else {
dontcare[1,0] = "Jane"
dontcare[1,1] = "Tina"
dontcare[1,2] = "Maria"
dontcare[1,3] = "Eva"
dontcare[1,4] = "Karin"
dontcare[1,5] = "Asis"
dontcare[1,6] = "Erika"
dontcare[1,7] = "Shion"
}
dontcare[2,0] = "Luna"
dontcare[2,1] = "Light"
dontcare[2,2] = "Gaia"
dontcare[2,3] = "Holly"
dontcare[2,4] = "Athena"
dontcare[2,5] = "Selena"
dontcare[2,6] = "Neomia"
dontcare[2,7] = "Akari"
dontcare[3,0] = "Sybil"
dontcare[3,1] = "Aida"
dontcare[3,2] = "Paula"
dontcare[3,3] = "Mei"
dontcare[3,4] = "Nodame"
dontcare[3,5] = "Debbie"
dontcare[3,6] = "Mana"
dontcare[3,7] = "Eru"
dontcare[4,0] = "Quattro"
dontcare[4,1] = "Rick"
dontcare[4,2] = "William"
dontcare[4,3] = "Zen"
dontcare[4,4] = "Luke"
dontcare[4,5] = "Charles"
dontcare[4,6] = "Poo"
dontcare[4,7] = "Boney"
dontcare[5,0] = "Spaghetti"
dontcare[5,1] = "Burgers"
dontcare[5,2] = "Bread"
dontcare[5,3] = "Cake"
dontcare[5,4] = "Blood"
dontcare[5,5] = "Metal"
dontcare[5,6] = "Steak"
dontcare[5,7] = "Omelets"
dontcare[6,0] = "Cleaning"
dontcare[6,1] = "Gifts"
dontcare[6,2] = "Everything"
dontcare[6,3] = "Books"
dontcare[6,4] = "Money"
dontcare[6,5] = "Power"
dontcare[6,6] = "Rockin"
dontcare[6,7] = "Love"
x=44+v_offset
y=104
if !audio_is_playing(bgmYourNamePlease) {
audio_stop_all()
if !global.mute audio_play_sound(bgmYourNamePlease,1,1)
}
_x[1] = x+8
_x[2] = x+(3*8)
_x[3] = x+(5*8)
_x[4] = x+(7*8)
_x[5] = x+(9*8)
_x[6] = x+(11*8)
_x[7] = x+(13*8)
_x[8] = x+(15*8)
_x[9] = x+(17*8)
_x[10] = x+(19*8)
_x[11] = x+(21*8)
_x[12] = x+(23*8)
_x[13] = x+(25*8)
_x[14] = x+(27*8)
_y[1] = y+8
_y[2] = y+(3*8)
_y[3] = y+(5*8)
_y[4] = y+(7*8)
_y[5] = y+(9*8)
_y[6] = y+(13*8)
capital = true
cursor_x = _x[1]
cursor_y = _y[1]
cursor_image_index = 0
cursor_timer = 0
inactive = false
char = ""
player = 1
the_string = ""
done = 0
dontcareindex = 0
Code:
cursor_timer +=0.25
if cursor_timer = 1
{
cursor_image_index +=1
cursor_timer = 0
}
if cursor_y = _y[1] or cursor_y = _y[2] or cursor_y = _y[3]
{
if cursor_x = _x[10] { cursor_x = _x[12] }
else if cursor_x = _x[11] { cursor_x = _x[9] }
}
else if cursor_y = _y[5]
{
if cursor_x = _x[1] or cursor_x = _x[2] or cursor_x = _x[3] or cursor_x = _x[4] { cursor_x = _x[1] }
else if cursor_x = _x[6] or cursor_x = _x[7] or cursor_x = _x[8] or cursor_x = _x[9] { cursor_x = _x[5] }
else if cursor_x = _x[10] or cursor_x = _x[11] { cursor_x = _x[10]; cursor_y = _y[6] }
}
else if cursor_y = _y[6]
{
if cursor_x = _x[2] or cursor_x = _x[3] { cursor_x = _x[10] }
else if cursor_x = _x[4] or cursor_x = _x[5] or cursor_x = _x[6] or cursor_x =_x[7] or cursor_x = _x[8] or cursor_x = _x[9] { cursor_x = _x[1] }
else if cursor_x = _x[11] { cursor_x = _x[14] }
else if cursor_x = _x[12] or cursor_x = _x[13] { cursor_x = _x[10] }
}
if string_length(the_string) = 0 {
dontcareindex = 0
}
Code:
init_items() // Init all the items used in the game.
init_skill_definitions() // Init the skills themselves.
global.theroom = global.firstroom
instance_create(0,0,objFadeOut)
Code:
draw_set_font(global.thenfont)
draw_set_color(c_white)
draw_set_alpha(1)
draw_set_halign(fa_left)
if !done {
draw_window(_x[1]-16,_y[1]-40,11,4)
draw_window(_x[1]+72,_y[1]-40,20,4)
draw_window(_x[1]-16,_y[1]-8,31,16)
switch player {
case 1:
draw_text(_x[1]+88,y-22,string_hash_to_newline(name_question[1]))
break
case 2:
draw_text(_x[1]+88,y-22,string_hash_to_newline(name_question[2]))
break
case 3:
draw_text(_x[1]+88,y-22,string_hash_to_newline(name_question[3]))
break
case 4:
draw_text(_x[1]+88,y-22,string_hash_to_newline(name_question[4]))
break
case 5:
draw_text(_x[1]+88,y-22,string_hash_to_newline(food_question))
break
case 6:
draw_text(_x[1]+88,y-22,string_hash_to_newline(thing_question))
break
}
draw_text(x+8,y-22,string_hash_to_newline(the_string))
draw_sprite(sprTextCursor,cursor_image_index,x+8+string_width(string_hash_to_newline(the_string)),y-22)
if capital {
draw_text(_x[1],_y[1],string_hash_to_newline("A"))
draw_text(_x[2],_y[1],string_hash_to_newline("B"))
draw_text(_x[3],_y[1],string_hash_to_newline("C"))
draw_text(_x[4],_y[1],string_hash_to_newline("D"))
draw_text(_x[5],_y[1],string_hash_to_newline("E"))
draw_text(_x[6],_y[1],string_hash_to_newline("F"))
draw_text(_x[7],_y[1],string_hash_to_newline("G"))
draw_text(_x[8],_y[1],string_hash_to_newline("H"))
draw_text(_x[9],_y[1],string_hash_to_newline("I"))
draw_text(_x[10],_y[1],string_hash_to_newline(" "))
draw_text(_x[11],_y[1],string_hash_to_newline(" "))
draw_text(_x[12],_y[1],string_hash_to_newline("-"))
draw_text(_x[13],_y[1],string_hash_to_newline("@"))
draw_text(_x[14],_y[1],string_hash_to_newline("["))
draw_text(_x[1],_y[2],string_hash_to_newline("J"))
draw_text(_x[2],_y[2],string_hash_to_newline("K"))
draw_text(_x[3],_y[2],string_hash_to_newline("L"))
draw_text(_x[4],_y[2],string_hash_to_newline("M"))
draw_text(_x[5],_y[2],string_hash_to_newline("N"))
draw_text(_x[6],_y[2],string_hash_to_newline("O"))
draw_text(_x[7],_y[2],string_hash_to_newline("P"))
draw_text(_x[8],_y[2],string_hash_to_newline("Q"))
draw_text(_x[9],_y[2],string_hash_to_newline("R"))
draw_text(_x[10],_y[2],string_hash_to_newline(" "))
draw_text(_x[11],_y[2],string_hash_to_newline(" "))
draw_text(_x[12],_y[2],string_hash_to_newline("'"))
draw_text(_x[13],_y[2],string_hash_to_newline("~"))
draw_text(_x[14],_y[2],string_hash_to_newline("\\"))
draw_text(_x[1],_y[3],string_hash_to_newline("S"))
draw_text(_x[2],_y[3],string_hash_to_newline("T"))
draw_text(_x[3],_y[3],string_hash_to_newline("U"))
draw_text(_x[4],_y[3],string_hash_to_newline("V"))
draw_text(_x[5],_y[3],string_hash_to_newline("W"))
draw_text(_x[6],_y[3],string_hash_to_newline("X"))
draw_text(_x[7],_y[3],string_hash_to_newline("Y"))
draw_text(_x[8],_y[3],string_hash_to_newline("Z"))
draw_text(_x[9],_y[3],string_hash_to_newline("Space"))
draw_text(_x[10],_y[3],string_hash_to_newline(" "))
draw_text(_x[11],_y[3],string_hash_to_newline(" "))
draw_text(_x[12],_y[3],string_hash_to_newline("."))
draw_text(_x[13],_y[3],string_hash_to_newline("/"))
draw_text(_x[14],_y[3],string_hash_to_newline("]"))
} else {
draw_text(_x[1],_y[1],string_hash_to_newline("a"))
draw_text(_x[2],_y[1],string_hash_to_newline("b"))
draw_text(_x[3],_y[1],string_hash_to_newline("c"))
draw_text(_x[4],_y[1],string_hash_to_newline("d"))
draw_text(_x[5],_y[1],string_hash_to_newline("e"))
draw_text(_x[6],_y[1],string_hash_to_newline("f"))
draw_text(_x[7],_y[1],string_hash_to_newline("g"))
draw_text(_x[8],_y[1],string_hash_to_newline("h"))
draw_text(_x[9],_y[1],string_hash_to_newline("i"))
draw_text(_x[10],_y[1],string_hash_to_newline(" "))
draw_text(_x[11],_y[1],string_hash_to_newline(" "))
draw_text(_x[12],_y[1],string_hash_to_newline("-"))
draw_text(_x[13],_y[1],string_hash_to_newline("@"))
draw_text(_x[14],_y[1],string_hash_to_newline("["))
draw_text(_x[1],_y[2],string_hash_to_newline("j"))
draw_text(_x[2],_y[2],string_hash_to_newline("k"))
draw_text(_x[3],_y[2],string_hash_to_newline("l"))
draw_text(_x[4],_y[2],string_hash_to_newline("m"))
draw_text(_x[5],_y[2],string_hash_to_newline("n"))
draw_text(_x[6],_y[2],string_hash_to_newline("o"))
draw_text(_x[7],_y[2],string_hash_to_newline("p"))
draw_text(_x[8],_y[2],string_hash_to_newline("q"))
draw_text(_x[9],_y[2],string_hash_to_newline("r"))
draw_text(_x[10],_y[2],string_hash_to_newline(" "))
draw_text(_x[11],_y[2],string_hash_to_newline(" "))
draw_text(_x[12],_y[2],string_hash_to_newline("'"))
draw_text(_x[13],_y[2],string_hash_to_newline("~"))
draw_text(_x[14],_y[2],string_hash_to_newline("\\"))
draw_text(_x[1],_y[3],string_hash_to_newline("s"))
draw_text(_x[2],_y[3],string_hash_to_newline("t"))
draw_text(_x[3],_y[3],string_hash_to_newline("u"))
draw_text(_x[4],_y[3],string_hash_to_newline("v"))
draw_text(_x[5],_y[3],string_hash_to_newline("w"))
draw_text(_x[6],_y[3],string_hash_to_newline("x"))
draw_text(_x[7],_y[3],string_hash_to_newline("y"))
draw_text(_x[8],_y[3],string_hash_to_newline("z"))
draw_text(_x[9],_y[3],string_hash_to_newline("Space"))
draw_text(_x[10],_y[3],string_hash_to_newline(" "))
draw_text(_x[11],_y[3],string_hash_to_newline(" "))
draw_text(_x[12],_y[3],string_hash_to_newline("."))
draw_text(_x[13],_y[3],string_hash_to_newline("/"))
draw_text(_x[14],_y[3],string_hash_to_newline("]"))
}
draw_text(_x[1],_y[4],string_hash_to_newline("0"))
draw_text(_x[2],_y[4],string_hash_to_newline("1"))
draw_text(_x[3],_y[4],string_hash_to_newline("2"))
draw_text(_x[4],_y[4],string_hash_to_newline("3"))
draw_text(_x[5],_y[4],string_hash_to_newline("4"))
draw_text(_x[6],_y[4],string_hash_to_newline("5"))
draw_text(_x[7],_y[4],string_hash_to_newline("6"))
draw_text(_x[8],_y[4],string_hash_to_newline("7"))
draw_text(_x[9],_y[4],string_hash_to_newline("8"))
draw_text(_x[10],_y[4],string_hash_to_newline("9"))
draw_text(_x[11],_y[4],string_hash_to_newline(" "))
draw_text(_x[12],_y[4],string_hash_to_newline("!"))
draw_text(_x[13],_y[4],string_hash_to_newline("|"))
draw_text(_x[14],_y[4],string_hash_to_newline("^"))
draw_text(_x[1],_y[5],string_hash_to_newline("CAPITAL"))
draw_text(_x[5],_y[5],string_hash_to_newline("small"))
draw_text(_x[12],_y[5],string_hash_to_newline("?"))
draw_text(_x[13],_y[5],string_hash_to_newline("$"))
draw_text(_x[14],_y[5],string_hash_to_newline("_"))
draw_text(_x[1],_y[6],string_hash_to_newline("I don't care"))
draw_text(_x[10],_y[6],string_hash_to_newline("Backspace"))
draw_text(_x[14],_y[6],string_hash_to_newline("OK"))
draw_sprite(spr_cursor,cursor_image_index,cursor_x-3,cursor_y+7)
} else {
draw_sprite(sprProtag_f_d,cursor_image_index/2,_x[1],_y[1]-16)
draw_window(_x[1]+16,_y[1]-40,11,4)
draw_sprite(sprProtag_f_d,cursor_image_index/2,_x[1],_y[1]+16)
draw_window(_x[1]+16,_y[1]-8,11,4)
draw_sprite(sprProtag_f_d,cursor_image_index/2,_x[1],_y[1]+48)
draw_window(_x[1]+16,_y[1]+24,11,4)
draw_sprite(sprProtag_f_d,cursor_image_index/2,_x[1],_y[1]+80)
draw_window(_x[1]+16,_y[1]+56,11,4)
draw_window(_x[1]+104,_y[1]-40,16,6)
draw_window(_x[1]+104,_y[1]+24,16,6)
draw_window(_x[1]-16,_y[6]-8,31,4)
draw_text(_x[3],_y[1]-30,string_hash_to_newline(global.s_name[1]))
draw_text(_x[3],_y[1]+2,string_hash_to_newline(global.s_name[2]))
draw_text(_x[3],_y[1]+34,string_hash_to_newline(global.s_name[3]))
draw_text(_x[3],_y[1]+66,string_hash_to_newline(global.s_name[4]))
draw_text(_x[8]+4,_y[1]-30,string_hash_to_newline("Favourite food"+":"))
draw_text(_x[8]+4,_y[5]-30,string_hash_to_newline("Coolest thing"+":"))
draw_text(_x[1],_y[6]+2,string_hash_to_newline("Is this okay?"))
draw_text(_x[10],_y[6]+2,string_hash_to_newline("Yes"))
draw_text(_x[14],_y[6]+2,string_hash_to_newline("No"))
draw_set_halign(fa_right)
draw_text(_x[14]+12,_y[1]-30,string_hash_to_newline("#"+global.favfood))
draw_text(_x[14]+12,_y[5]-30,string_hash_to_newline("#"+global.favthing))
draw_sprite(spr_cursor,cursor_image_index,cursor_x-3,cursor_y+9)
}
Key Press Left
Key Press Up
Key Press Right
Key Press Down
Code:
if !inactive {
audio_play_sound(sndselect,0,0)
if player < 7 {
if cursor_x = _x[1] { cursor_x = _x[14] }
else if cursor_x = _x[2] { cursor_x = _x[1] }
else if cursor_x = _x[3] { cursor_x = _x[2] }
else if cursor_x = _x[4] { cursor_x = _x[3] }
else if cursor_x = _x[5] {
if cursor_y = _y[5] {
cursor_x = _x[1]
} else {
cursor_x = _x[4]
}
}
else if cursor_x = _x[6] { cursor_x = _x[5] }
else if cursor_x = _x[7] { cursor_x = _x[6] }
else if cursor_x = _x[8] { cursor_x = _x[7] }
else if cursor_x = _x[9] { cursor_x = _x[8] }
else if cursor_x = _x[10] { cursor_x = _x[9] }
else if cursor_x = _x[11] { cursor_x = _x[10] }
else if cursor_x = _x[12] {
if cursor_y = _y[4] {
cursor_x = _x[10]
} else if cursor_y = _y[5] {
cursor_x = _x[5]
} else {
cursor_x = _x[11]
}
}
else if cursor_x = _x[13] { cursor_x = _x[12] }
else if cursor_x = _x[14] { cursor_x = _x[13] }
} else {
if cursor_x = _x[10] { cursor_x = _x[14] }
else { cursor_x = _x[10] }
}
}
Code:
if !inactive and player < 7{
audio_play_sound(sndselect2,0,0)
if cursor_y = _y[1] { cursor_y = _y[6] }
else if cursor_y = _y[2] { cursor_y = _y[1] }
else if cursor_y = _y[3] { cursor_y = _y[2] }
else if cursor_y = _y[4] { cursor_y = _y[3] }
else if cursor_y = _y[5] { cursor_y = _y[4] }
else if cursor_y = _y[6] {
if cursor_x = _x[10] {
cursor_y = _y[4]
} else {
cursor_y = _y[5]
}
}
}
Code:
if !inactive {
audio_play_sound(sndselect,0,0)
if player < 7 {
if cursor_x = _x[1] { if cursor_y = _y[5] { cursor_x = _x[5] } else { cursor_x = _x[2] } }
else if cursor_x = _x[2] { cursor_x = _x[3] }
else if cursor_x = _x[3] { cursor_x = _x[4] }
else if cursor_x = _x[4] { cursor_x = _x[5] }
else if cursor_x = _x[5] { if cursor_y = _y[5] { cursor_x = _x[12] } else { cursor_x = _x[6] } }
else if cursor_x = _x[6] { cursor_x = _x[7] }
else if cursor_x = _x[7] { cursor_x = _x[8] }
else if cursor_x = _x[8] { cursor_x = _x[9] }
else if cursor_x = _x[9] { cursor_x = _x[10] }
else if cursor_x = _x[10] { if cursor_y = _y[4] { cursor_x = _x[12] } else { cursor_x = _x[11] } }
else if cursor_x = _x[11] { cursor_x = _x[12] }
else if cursor_x = _x[12] { cursor_x = _x[13] }
else if cursor_x = _x[13] { cursor_x = _x[14] }
else if cursor_x = _x[14] { cursor_x = _x[1] }
} else {
if cursor_x = _x[10] { cursor_x = _x[14] }
else { cursor_x = _x[10] }
}
}
Code:
if !inactive and player < 7{
audio_play_sound(sndselect2,0,0)
if cursor_y = _y[1] { cursor_y = _y[2] }
else if cursor_y = _y[2] { cursor_y = _y[3] }
else if cursor_y = _y[3] { cursor_y = _y[4] }
else if cursor_y = _y[4] { cursor_y = _y[5] }
else if cursor_y = _y[5] { cursor_y = _y[6] }
else if cursor_y = _y[6] { cursor_y = _y[1] }
}
Key Press X
Code:
if !inactive and player < 7 {
audio_play_sound(sndback,0,0)
if string_length(the_string) > 0 {
the_string = string_delete(the_string,string_length(the_string),1)
}
}
Code:
if !inactive {
if (player <=4 and string_length(the_string) < 6) or (player > 4 and string_length(the_string) < 9) {
audio_play_sound(sndchoose,0,0)
if cursor_y = _y[1] {
if cursor_x = _x[1] { if capital { char = "A" } else { char = "a" } }
if cursor_x = _x[2] { if capital { char = "B" } else { char = "b" } }
if cursor_x = _x[3] { if capital { char = "C" } else { char = "c" } }
if cursor_x = _x[4] { if capital { char = "D" } else { char = "d" } }
if cursor_x = _x[5] { if capital { char = "E" } else { char = "e" } }
if cursor_x = _x[6] { if capital { char = "F" } else { char = "f" } }
if cursor_x = _x[7] { if capital { char = "G" } else { char = "g" } }
if cursor_x = _x[8] { if capital { char = "H" } else { char = "h" } }
if cursor_x = _x[9] { if capital { char = "I" } else { char = "i" } }
if cursor_x = _x[12] { char = "-" }
if cursor_x = _x[13] { char = "@" }
if cursor_x = _x[14] { char = "[" }
the_string = string_insert(char,the_string,string_length(the_string)+1)
exit
} else if cursor_y = _y[2] {
if cursor_x = _x[1] { if capital { char = "J" } else { char = "j" } }
if cursor_x = _x[2] { if capital { char = "K" } else { char = "k" } }
if cursor_x = _x[3] { if capital { char = "L" } else { char = "l" } }
if cursor_x = _x[4] { if capital { char = "M" } else { char = "m" } }
if cursor_x = _x[5] { if capital { char = "N" } else { char = "n" } }
if cursor_x = _x[6] { if capital { char = "O" } else { char = "o" } }
if cursor_x = _x[7] { if capital { char = "P" } else { char = "p" } }
if cursor_x = _x[8] { if capital { char = "Q" } else { char = "q" } }
if cursor_x = _x[9] { if capital { char = "R" } else { char = "r" } }
if cursor_x = _x[12] { char = "'" }
if cursor_x = _x[13] { char = "~" }
if cursor_x = _x[14] { char = "\\" }
the_string = string_insert(char,the_string,string_length(the_string)+1)
exit
} else if cursor_y = _y[3] {
if cursor_x = _x[1] { if capital { char = "S" } else { char = "s" } }
if cursor_x = _x[2] { if capital { char = "T" } else { char = "t" } }
if cursor_x = _x[3] { if capital { char = "U" } else { char = "u" } }
if cursor_x = _x[4] { if capital { char = "V" } else { char = "v" } }
if cursor_x = _x[5] { if capital { char = "W" } else { char = "w" } }
if cursor_x = _x[6] { if capital { char = "X" } else { char = "x" } }
if cursor_x = _x[7] { if capital { char = "Y" } else { char = "y" } }
if cursor_x = _x[8] { if capital { char = "Z" } else { char = "z" } }
if cursor_x = _x[9] { if capital { char = " " } else { char = " " } }
if cursor_x = _x[12] { char = "." }
if cursor_x = _x[13] { char = "/" }
if cursor_x = _x[14] { char = "]" }
the_string = string_insert(char,the_string,string_length(the_string)+1)
exit
} else if cursor_y = _y[4] {
if cursor_x = _x[1] { char = "0" }
if cursor_x = _x[2] { char = "1" }
if cursor_x = _x[3] { char = "2" }
if cursor_x = _x[4] { char = "3" }
if cursor_x = _x[5] { char = "4" }
if cursor_x = _x[6] { char = "5" }
if cursor_x = _x[7] { char = "6" }
if cursor_x = _x[8] { char = "7" }
if cursor_x = _x[9] { char = "8" }
if cursor_x = _x[10] { char = "9" }
if cursor_x = _x[12] { char = "!" }
if cursor_x = _x[13] { char = "|" }
if cursor_x = _x[14] { char = "^" }
the_string = string_insert(char,the_string,string_length(the_string)+1)
exit
} else if cursor_y = _y[5]
{
if cursor_x = _x[1] { capital = true }
if cursor_x = _x[5] { capital = false }
if cursor_x = _x[12] { char = "?" }
if cursor_x = _x[13] { char = "$" }
if cursor_x = _x[14] { char = "_" }
if cursor_x != _x[1] and cursor_x != _x[5] { the_string = string_insert(char,the_string,string_length(the_string)+1) }
exit
}
}
if cursor_y = _y[6]
{
if cursor_x = _x[1] {
the_string = dontcare[player,dontcareindex]
if dontcareindex != 7 {
dontcareindex ++
} else {
dontcareindex = 0
}
audio_play_sound(sndchoose,0,0)
} else if cursor_x = _x[10]
{
if !done {
if string_length(the_string) > 0 {
the_string = string_delete(the_string,string_length(the_string),1)
}
} else {
audio_stop_all()
ini_save_data(0,0)
audio_play_sound(sndWow,0,0)
inactive = 1
alarm[0] = 5*room_speed
}
} else if cursor_x = _x[14] {
if !done {
if string_length(the_string) > 0 {
if player <= 4 {
global.s_name[player] = the_string
} else if player = 5 {
global.favfood = the_string
} else if player = 6 {
global.favthing = the_string
}
player++
dontcareindex = 0
the_string = ""
audio_play_sound(sndokdesuka,0,0)
if player = 7 {
done = 1
player++
cursor_x = _x[10]
cursor_y = _y[6]
} else {
cursor_x = _x[1]
cursor_y = _y[1]
}
} else {
audio_play_sound(snderror,0,0)
}
} else {
audio_play_sound(sndchoose,0,0)
global.theroom = room
instance_create(0,0,objFadeOut)
}
}
}
}
I'll admit, I've adapted really well to scripts, movement, dialog, menus, etc. But for some ungodly reason, name entry is killing me. XD Thanks in advance.