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scene file error

error, line 25 scene_file------->@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))


'wrong number of arguments(2 for 3)' Type ArgumentError
<>Script 'Scene_File' | Line 25 | Method `initialize'
<>Script 'Scene_File' | Line 25 | Method `new'
<>Script 'Scene_File' | Line 25 | Method `main'
<>Script 'Scene_File' | Line 24 | Method `each'
so ive got a ton of custom scripts and custom add-ons, and even more custom edits to the base system. this is the first time ive tried to save, and im not sure which script might be causeing it. is the best way really to remove one script at a time untill i find which one is causeing the error?
 
Use Cntl-Shift-F to do a global search on "Window_SaveFile". Then start at the bottom of the list to see where that class gets re-defined.
"Jump" to that location, then look at the 4 methods above to see what the redefined methods are expecting.
 
sweet, that was easy to find that way, but im not sure what i have to do now...here is the script that causes the problem.

Code:
#---------------------

# Personal Save Files

# By: Polraudio

# Credits: Polraudio, RPG Advocate, Cybersam

# Version: 1.0

#---------------------

=begin

#----------------------------------------------------

Features:

- Allows you to have up to Unlimited save files

- You can have a name for your save files

 

Instructions:

Place above main

 

Contact:

If you have any questions or comments you can find me

at [url=http://www.rmxpunlimited.net&#40;Best]http://www.rmxpunlimited.net&#40;Best[/url] Method)

 

Or email me [email=polraudio@gmail.com]polraudio@gmail.com[/email]

=end

class Window_SaveFile < Window_Base

# -------------------

def initialize(file_index, filename, position)

y = 64 + position * 104

super(0, y, 640, 104)

self.contents = Bitmap.new(width - 32, height - 32)

@file_index = file_index

@filename = "Save#{@file_index + 1}." + $savename

@time_stamp = Time.at(0)

@file_exist = FileTest.exist?(@filename)

if @file_exist

file = File.open(@filename, "r")

@time_stamp = file.mtime

@characters = Marshal.load(file)

@frame_count = Marshal.load(file)

@game_system = Marshal.load(file)

@game_switches = Marshal.load(file)

@game_variables = Marshal.load(file)

@total_sec = @frame_count / Graphics.frame_rate

file.close

end

refresh

@selected = false

end

def refresh

self.contents.clear

self.contents.font.color = Color.new(0, 0, 204, 255)

name = "Record #{@file_index + 1}"

self.contents.draw_text(4, 0, 600, 32, name)

@name_width = contents.text_size(name).width

if @file_exist

for i in [email=0...@characters.size]0...@characters.size[/email]

bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])

cw = bitmap.rect.width / 4

ch = bitmap.rect.height / 4

src_rect = Rect.new(0, 0, cw, ch)

x = 300 - @characters.size * 32 + i * 64 - cw / 2

self.contents.blt(x, 68 - ch, bitmap, src_rect)

end

hour = @total_sec / 60 / 60

min = @total_sec / 60 % 60

sec = @total_sec % 60

time_string = sprintf("%02d:%02d:%02d", hour, min, sec)

self.contents.font.color = Color.new(0, 0, 204, 255)

self.contents.draw_text(4, 8, 600, 32, time_string, 2)

self.contents.font.color = Color.new(0, 0, 204, 255)

time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")

self.contents.draw_text(4, 40, 600, 32, time_string, 2)

end

end

def selected=(selected)

@selected = selected

update_cursor_rect

end

def update_cursor_rect

if @selected

self.cursor_rect.set(0, 0, @name_width + 8, 32)

else

self.cursor_rect.empty

end

end

end

 

class Scene_File

SAVEFILE_MAX = 99

# -------------------

def initialize(help_text)

@help_text = help_text

end

# -------------------

def main

@help_window = Window_Help.new

@help_window.set_text(@help_text)

@savefile_windows = []

@cursor_displace = 0

for i in 0..3

@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))

end

@file_index = 0

@savefile_windows[@file_index].selected = true

Graphics.transition

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@help_window.dispose

for i in @savefile_windows

i.dispose

end

end

# -------------------

def update

@help_window.update

for i in @savefile_windows

i.update

end

if Input.trigger?(Input::C)

on_decision(make_filename(@file_index))

$game_temp.last_file_index = @file_index

return

end

if Input.trigger?(Input::B)

on_cancel

return

end

if Input.repeat?(Input::DOWN)

if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1

if @file_index == SAVEFILE_MAX - 1

$game_system.se_play($data_system.buzzer_se)

return

end

@cursor_displace += 1

if @cursor_displace == 4

@cursor_displace = 3

for i in @savefile_windows

i.dispose

end

@savefile_windows = []

for i in 0..3

f = i - 2 + @file_index

name = make_filename(f)

@savefile_windows.push(Window_SaveFile.new(f, name, i))

@savefile_windows[i].selected = false

end

end

$game_system.se_play($data_system.cursor_se)

@file_index = (@file_index + 1)

if @file_index == SAVEFILE_MAX

@file_index = SAVEFILE_MAX - 1

end

for i in 0..3

@savefile_windows[i].selected = false

end

@savefile_windows[@cursor_displace].selected = true

return

end

end

if Input.repeat?(Input::UP)

if Input.trigger?(Input::UP) or @file_index > 0

if @file_index == 0

$game_system.se_play($data_system.buzzer_se)

return

end

@cursor_displace -= 1

if @cursor_displace == -1

@cursor_displace = 0

for i in @savefile_windows

i.dispose

end

@savefile_windows = []

for i in 0..3

f = i - 1 + @file_index

name = make_filename(f)

@savefile_windows.push(Window_SaveFile.new(f, name, i))

@savefile_windows[i].selected = false

end

end

$game_system.se_play($data_system.cursor_se)

@file_index = (@file_index - 1)

if @file_index == -1

@file_index = 0

end

for i in 0..3

@savefile_windows[i].selected = false

end

@savefile_windows[@cursor_displace].selected = true

return

end

end

end

def make_filename(file_index)

return "Save#{file_index + 1}." + $savename

end

end

class Scene_Save < Scene_File

def initialize

super("Which file would you like to save to?")

end

def on_decision(filename)

$game_system.se_play($data_system.save_se)

file = File.open(filename, "wb")

write_save_data(file)

file.close

if $game_temp.save_calling

$game_temp.save_calling = false

$scene = Scene_Map.new

return

end

$scene = Scene_Menu.new(4)

end

def on_cancel

$game_system.se_play($data_system.cancel_se)

if $game_temp.save_calling

$game_temp.save_calling = false

$scene = Scene_Map.new

return

end

$scene = Scene_Menu.new(4)

end

def write_save_data(file)

characters = []

for i in 0...$game_party.actors.size

actor = $game_party.actors[i]

characters.push([actor.character_name, actor.character_hue])

end

Marshal.dump(characters, file)

Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1

$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)

Marshal.dump($game_switches, file)

Marshal.dump($game_variables, file)

Marshal.dump($game_script_var, file)

Marshal.dump($game_script_swi, file)

Marshal.dump($game_self_switches, file)

Marshal.dump($game_screen, file)

Marshal.dump($game_actors, file)

Marshal.dump($game_party, file)

Marshal.dump($game_troop, file)

Marshal.dump($game_map, file)

Marshal.dump($game_player, file)

end

end

 

class Scene_Load < Scene_File

def initialize

$game_temp = Game_Temp.new

$game_temp.last_file_index = 0

latest_time = Time.at(0)

for i in 0..3

filename = make_filename(i)

if FileTest.exist?(filename)

file = File.open(filename, "r")

if file.mtime > latest_time

latest_time = file.mtime

$game_temp.last_file_index = i

end

file.close

end

end

super("Which file would you like to load?")

end

def on_decision(filename)

unless FileTest.exist?(filename)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.load_se)

file = File.open(filename, "rb")

read_save_data(file)

file.close

$game_system.bgm_play($game_system.playing_bgm)

$game_system.bgs_play($game_system.playing_bgs)

$game_map.update

$scene = Scene_Map.new

end

def on_cancel

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Title.new

end

def read_save_data(file)

characters = Marshal.load(file)

Graphics.frame_count = Marshal.load(file)

$game_system = Marshal.load(file)

$game_switches = Marshal.load(file)

$game_variables = Marshal.load(file)

$game_script_var = Marshal.load(file)

$game_script_swi = Marshal.load(file)

$game_self_switches = Marshal.load(file)

$game_screen = Marshal.load(file)

$game_actors = Marshal.load(file)

$game_party = Marshal.load(file)

$game_troop = Marshal.load(file)

$game_map = Marshal.load(file)

$game_player = Marshal.load(file)

if $game_system.magic_number != $data_system.magic_number

$game_map.setup($game_map.map_id)

$game_player.center($game_player.x, $game_player.y)

end

$game_party.refresh

end

end

 

class Scene_Title

def main

if $BTEST

battle_test

return

end

$data_actors = load_data("Data/Actors.rxdata")

$data_classes = load_data("Data/Classes.rxdata")

$data_skills = load_data("Data/Skills.rxdata")

$data_items = load_data("Data/Items.rxdata")

$data_weapons = load_data("Data/Weapons.rxdata")

$data_armors = load_data("Data/Armors.rxdata")

$data_enemies = load_data("Data/Enemies.rxdata")

$data_troops = load_data("Data/Troops.rxdata")

$data_states = load_data("Data/States.rxdata")

$data_animations = load_data("Data/Animations.rxdata")

$data_tilesets = load_data("Data/Tilesets.rxdata")

$data_common_events = load_data("Data/CommonEvents.rxdata")

$data_system = load_data("Data/System.rxdata")

$game_system = Game_System.new

@sprite = Sprite.new

@sprite.bitmap = RPG::Cache.title($data_system.title_name)

s1 = "New Game"

s2 = "Continue"

s3 = "Credits"

s4 = "Shutdown"

@command_window = Window_Command.new(192, [s1, s2, s3, s4])

@command_window.back_opacity = 160

@command_window.x = 320 - @command_window.width / 2

@command_window.y = 288

$game_system.bgm_play($data_system.title_bgm)

Audio.me_stop

Audio.bgs_stop

Graphics.transition

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@command_window.dispose

@sprite.bitmap.dispose

@sprite.dispose

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

@command_window.update

if Input.trigger?(Input::C)

case @command_window.index

when 0

command_new_game

when 1

command_continue

when 2

  c

when 2

command_shutdown

end

end

end

def command_new_game

$game_system.se_play($data_system.decision_se)

data = []

top_text = "Please create a name for your Profile"

text = ""

font = "Arial"

max = 9

size = 24

$savename = Text_input.new(top_text, text, font, max, size).text

$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0

$game_temp = Game_Temp.new

$game_system = Game_System.new

$game_switches = Game_Switches.new

$game_variables = Game_Variables.new

$game_self_switches = Game_SelfSwitches.new

$game_screen = Game_Screen.new

$game_actors = Game_Actors.new

$game_party = Game_Party.new

$game_troop = Game_Troop.new

$game_map = Game_Map.new

$game_player = Game_Player.new

$game_party.setup_starting_members

$game_map.setup($data_system.start_map_id)

$game_player.moveto($data_system.start_x, $data_system.start_y)

$game_player.refresh

$game_map.autoplay

$game_map.update

if $DEBUG

  $scene = Scene_Map.new

else  

$scene = Scene_Splash2.new

end

end

def command_continue

$game_system.se_play($data_system.decision_se)

data = []

top_text = "Please type your save name"

text = ""

font = "Arial"

max = 9

size = 24

$savename = Text_input.new(top_text, text, font, max, size).text

$game_system.se_play($data_system.decision_se)

$scene = Scene_Load.new

end

def c

  $scene = Scene_Credits.new

end  

def command_shutdown

$game_system.se_play($data_system.decision_se)

Audio.bgm_fade(800)

Audio.bgs_fade(800)

Audio.me_fade(800)

$scene = nil

end

def battle_test

$data_actors = load_data("Data/BT_Actors.rxdata")

$data_classes = load_data("Data/BT_Classes.rxdata")

$data_skills = load_data("Data/BT_Skills.rxdata")

$data_items = load_data("Data/BT_Items.rxdata")

$data_weapons = load_data("Data/BT_Weapons.rxdata")

$data_armors = load_data("Data/BT_Armors.rxdata")

$data_enemies = load_data("Data/BT_Enemies.rxdata")

$data_troops = load_data("Data/BT_Troops.rxdata")

$data_states = load_data("Data/BT_States.rxdata")

$data_animations = load_data("Data/BT_Animations.rxdata")

$data_tilesets = load_data("Data/BT_Tilesets.rxdata")

$data_common_events = load_data("Data/BT_CommonEvents.rxdata")

$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0

$game_temp = Game_Temp.new

$game_system = Game_System.new

$game_switches = Game_Switches.new

$game_variables = Game_Variables.new

$game_self_switches = Game_SelfSwitches.new

$game_screen = Game_Screen.new

$game_actors = Game_Actors.new

$game_party = Game_Party.new

$game_troop = Game_Troop.new

$game_map = Game_Map.new

$game_player = Game_Player.new

$game_party.setup_battle_test_members

$game_temp.battle_troop_id = $data_system.test_troop_id

$game_temp.battle_can_escape = true

$game_map.battleback_name = $data_system.battleback_name

$game_system.se_play($data_system.battle_start_se)

$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new

end

end

#======================================

# ¦ Keyboard Script

#---------------------------------------------------------------------------

#  By: Cybersam

# Date: 25/05/05

# Version 4

#======================================

# How to use

# if Kboard.keyboard($R_Key_A)

#

module Kboard

#--------------------------------------------------------------------------

$RMouse_BUTTON_L = 0x01 # left mouse button

$RMouse_BUTTON_R = 0x02 # right mouse button

$RMouse_BUTTON_M = 0x04 # middle mouse button

$RMouse_BUTTON_4 = 0x05 # 4th mouse button

$RMouse_BUTTON_5 = 0x06 # 5th mouse button

#--------------------------------------------------------------------------

$R_Key_BACK = 0x08 # BACKSPACE key

$R_Key_TAB = 0x09 # TAB key

$R_Key_RETURN = 0x0D # ENTER key

$R_Key_SHIFT = 0x10 # SHIFT key

$R_Key_CTLR = 0x11 # CTLR key

$R_Key_ALT = 0x12 # ALT key

$R_Key_PAUSE = 0x13 # PAUSE key

$R_Key_CAPITAL = 0x14 # CAPS LOCK key

$R_Key_ESCAPE = 0x1B # ESC key

$R_Key_SPACE = 0x20 # SPACEBAR

$R_Key_PRIOR = 0x21 # PAGE UP key

$R_Key_NEXT = 0x22 # PAGE DOWN key

$R_Key_END = 0x23 # END key

$R_Key_HOME = 0x24 # HOME key

$R_Key_LEFT = 0x25 # LEFT ARROW key

$R_Key_UP = 0x26 # UP ARROW key

$R_Key_RIGHT = 0x27 # RIGHT ARROW key

$R_Key_DOWN = 0x28 # DOWN ARROW key

$R_Key_SELECT = 0x29 # SELECT key

$R_Key_PRINT = 0x2A # PRINT key

$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key

$R_Key_INSERT = 0x2D # INS key

$R_Key_DELETE = 0x2E # DEL key

#--------------------------------------------------------------------------

$R_Key_0 = 0x30 # 0 key

$R_Key_1 = 0x31 # 1 key

$R_Key_2 = 0x32 # 2 key

$R_Key_3 = 0x33 # 3 key

$R_Key_4 = 0x34 # 4 key

$R_Key_5 = 0x35 # 5 key

$R_Key_6 = 0x36 # 6 key

$R_Key_7 = 0x37 # 7 key

 

 

$R_Key_8 = 0x38 # 8 key

$R_Key_9 = 0x39 # 9 key

#--------------------------------------------------------------------------

$R_Key_A = 0x41 # A key

$R_Key_B = 0x42 # B key

$R_Key_C = 0x43 # C key

$R_Key_D = 0x44 # D key

$R_Key_E = 0x45 # E key

$R_Key_F = 0x46 # F key

$R_Key_G = 0x47 # G key

$R_Key_H = 0x48 # H key

$R_Key_I = 0x49 # I key

$R_Key_J = 0x4A # J key

$R_Key_K = 0x4B # K key

$R_Key_L = 0x4C # L key

$R_Key_M = 0x4D # M key

$R_Key_N = 0x4E # N key

$R_Key_O = 0x4F # O key

$R_Key_P = 0x50 # P key

$R_Key_Q = 0x51 # Q key

$R_Key_R = 0x52 # R key

$R_Key_S = 0x53 # S key

$R_Key_T = 0x54 # T key

$R_Key_U = 0x55 # U key

$R_Key_V = 0x56 # V key

$R_Key_W = 0x57 # W key

$R_Key_X = 0x58 # X key

$R_Key_Y = 0x59 # Y key

$R_Key_Z = 0x5A # Z key

#--------------------------------------------------------------------------

$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)

$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)

$R_Key_APPS = 0x5D # Applications key (Natural keyboard)

#--------------------------------------------------------------------------

$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key

$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key

$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key

$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key

$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key

$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key

$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key

$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key

$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key

$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key

$R_Key_MULTIPLY = 0x6A # Multiply key (*)

$R_Key_ADD = 0x6B # Add key (+)

$R_Key_SEPARATOR = 0x6C # Separator key

$R_Key_SUBTRACT = 0x6D # Subtract key (-)

$R_Key_DECIMAL = 0x6E # Decimal key

$R_Key_DIVIDE = 0x6F # Divide key (/)

#--------------------------------------------------------------------------

$R_Key_F1 = 0x70 # F1 key

$R_Key_F2 = 0x71 # F2 key

$R_Key_F3 = 0x72 # F3 key

$R_Key_F4 = 0x73 # F4 key

$R_Key_F5 = 0x74 # F5 key

$R_Key_F6 = 0x75 # F6 key

$R_Key_F7 = 0x76 # F7 key

$R_Key_F8 = 0x77 # F8 key

$R_Key_F9 = 0x78 # F9 key

$R_Key_F10 = 0x79 # F10 key

$R_Key_F11 = 0x7A # F11 key

$R_Key_F12 = 0x7B # F12 key

#--------------------------------------------------------------------------

$R_Key_NUMLOCK = 0x90 # NUM LOCK key

$R_Key_SCROLL = 0x91 # SCROLL LOCK key

#--------------------------------------------------------------------------

$R_Key_LSHIFT = 0xA0 # Left SHIFT key

$R_Key_RSHIFT = 0xA1 # Right SHIFT key

$R_Key_LCONTROL = 0xA2 # Left CONTROL key

$R_Key_RCONTROL = 0xA3 # Right CONTROL key

$R_Key_L_ALT = 0xA4 # Left ALT key

$R_Key_R_ALT = 0xA5 # Right ALT key

#--------------------------------------------------------------------------

$R_Key_SEP = 0xBC # , key

$R_Key_DASH = 0xBD # - key

$R_Key_DOTT = 0xBE # . key

#--------------------------------------------------------------------------

GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')

GetKeyboardState = Win32API.new("user32","GetKeyState",['i'],'i')

GetSetKeyState = Win32API.new("user32","SetKeyboardState",['i'],'i')

#--------------------------------------------------------------------------

module_function

#--------------------------------------------------------------------------

def keyb(rkey)

if GetKeyState.call(rkey) != 0

return 1

end

return 0

end

#--------------------------------------------------------------------------

def keyboard(rkey)

GetKeyState.call(rkey) & 0x01 == 1 #

end

#--------------------------------------------------------------------------

def key(rkey, key = 0)

GetKeyboardState.call(rkey) & 0x01 == key #

end

end

#===============================================================================

#

# Text-Input Script v1 created by: cybersam

#

# hi boys and ladys.... and whatever else ^-^

#

# here comes the script that allows you to insert text with the keyboard

# in your game... ^-^

#

# i didnt make it work with the default name edit/input script

# but with this it should be easier for you guys to do it...

# the reason ?!.. i said it already in other scripts... ^-^

#

# "i dont wana do a complete script that you can post in your games and it works

# without a single modification"...

#

# since there are people here that just dont even wont try to learn ruby...

# this script works perfect of its own....

# but it wont let you edit the character name without modification...

# so go on and try it out...

#

# if you need help to edit something just ask...

# i would gladly help but i wont do all the work for you...

#

# thats it from my side...

# as for now... this will be the last update

# for this script (keyboard/mouse script) from my side...

# if you find any bugs please contact me... you should already now how... ^-^

# and dont tell me "there is a bug in you script!"

# that alone is not enough... ^-^

#

# cya all ^-^

# sam

#

#===============================================================================

 

class Text_input < Window_Base

 

def initialize(top_text = "Here comes the new Version of the keyboard script", text = "Keyboad - Script v3", font = "Arial", max = 20, size = 16, free = "_")

@toptext = top_text

@text = text

@font = font

@max = max

@size = size

@free = free

super(320 - (@max*@size+@size)/2, 240-@size*2-32, @max * @size + 32, 128)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name = @font

self.contents.font.size = @size

self.z = 256

@twidth = @max*@size

refresh

update

end

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(0, 0, @twidth, @size, @toptext, 1)

for i in 0...@max

text = @text[i]

if text == nil

text = @free

else

text = text.chr

end

self.contents.font.color = normal_color

self.contents.draw_text(@size * i, @size + 24, @size, @size, text, 1)

end

end

def update

loop do

Graphics.update

refresh

if Kboard.keyboard($R_Key_BACK) # delete (with backspace)

text = ""

if @text.size != 0

for i in [email=0...@text.size]0...@text.size[/email] - 1

text += @text[i].chr

end

@text = text

else

end

end

if Kboard.keyboard($R_Key_RETURN) # Enter key... to end...

#$game_variables[1]=@text

return

end

 

if @text.size < @max

 

# putting Key's to the text

 

 

if Kboard.keyboard($R_Key_SPACE) # space key (to insert space between the chars... ^-^)

@text += " " # space.. you can set anything else if you want ^-^'

end

if Kboard.key($R_Key_CAPITAL, 1) # if caps lock is active then write the chars in higher case

if Kboard.keyboard($R_Key_A)

@text += "A"

end

if Kboard.keyboard($R_Key_B)

@text += "B"

end

if Kboard.keyboard($R_Key_C)

@text += "C"

end

if Kboard.keyboard($R_Key_D)

@text += "D"

end

if Kboard.keyboard($R_Key_E)

@text += "E"

end

if Kboard.keyboard($R_Key_F)

@text += "F"

end

if Kboard.keyboard($R_Key_G)

@text += "G"

end

if Kboard.keyboard($R_Key_H)

@text += "H"

end

if Kboard.keyboard($R_Key_I)

@text += "I"

end

if Kboard.keyboard($R_Key_J)

@text += "J"

end

if Kboard.keyboard($R_Key_K)

@text += "K"

end

if Kboard.keyboard($R_Key_L)

@text += "L"

end

if Kboard.keyboard($R_Key_M)

@text += "M"

end

if Kboard.keyboard($R_Key_N)

@text += "N"

end

if Kboard.keyboard($R_Key_O)

@text += "O"

end

if Kboard.keyboard($R_Key_P)

@text += "P"

end

if Kboard.keyboard($R_Key_Q)

@text += "Q"

end

if Kboard.keyboard($R_Key_R)

@text += "R"

end

if Kboard.keyboard($R_Key_S)

@text += "S"

end

if Kboard.keyboard($R_Key_T)

@text += "T"

end

if Kboard.keyboard($R_Key_U)

@text += "U"

end

if Kboard.keyboard($R_Key_V)

@text += "V"

end

if Kboard.keyboard($R_Key_W)

@text += "W"

end

if Kboard.keyboard($R_Key_X)

@text += "X"

end

if Kboard.keyboard($R_Key_Y)

@text += "Y"

end

if Kboard.keyboard($R_Key_Z)

@text += "Z"

end

 

elsif Kboard.key($R_Key_CAPITAL) # if caps lock is deactivated then write in lower case

 

if Kboard.keyboard($R_Key_A)

@text += "a"

end

if Kboard.keyboard($R_Key_B)

@text += "b"

end

if Kboard.keyboard($R_Key_C)

@text += "c"

end

if Kboard.keyboard($R_Key_D)

@text += "d"

end

if Kboard.keyboard($R_Key_E)

@text += "e"

end

if Kboard.keyboard($R_Key_F)

@text += "f"

end

if Kboard.keyboard($R_Key_G)

@text += "g"

end

if Kboard.keyboard($R_Key_H)

@text += "h"

end

if Kboard.keyboard($R_Key_I)

@text += "i"

end

if Kboard.keyboard($R_Key_J)

@text += "j"

end

if Kboard.keyboard($R_Key_K)

@text += "k"

end

if Kboard.keyboard($R_Key_L)

@text += "l"

end

if Kboard.keyboard($R_Key_M)

@text += "m"

end

if Kboard.keyboard($R_Key_N)

@text += "n"

end

if Kboard.keyboard($R_Key_O)

@text += "o"

end

if Kboard.keyboard($R_Key_P)

@text += "p"

end

if Kboard.keyboard($R_Key_Q)

@text += "q"

end

if Kboard.keyboard($R_Key_R)

@text += "r"

end

if Kboard.keyboard($R_Key_S)

@text += "s"

end

if Kboard.keyboard($R_Key_T)

@text += "t"

end

if Kboard.keyboard($R_Key_U)

@text += "u"

end

if Kboard.keyboard($R_Key_V)

@text += "v"

end

if Kboard.keyboard($R_Key_W)

@text += "w"

end

if Kboard.keyboard($R_Key_X)

@text += "x"

end

if Kboard.keyboard($R_Key_Y)

@text += "y"

end

if Kboard.keyboard($R_Key_Z)

@text += "z"

end

end

 

# numbers

 

if Kboard.keyboard($R_Key_0)

@text += "0"

end

if Kboard.keyboard($R_Key_1)

@text += "1"

end

if Kboard.keyboard($R_Key_2)

@text += "2"

end

if Kboard.keyboard($R_Key_3)

@text += "3"

end

if Kboard.keyboard($R_Key_4)

@text += "4"

end

if Kboard.keyboard($R_Key_5)

@text += "5"

end

if Kboard.keyboard($R_Key_6)

@text += "6"

end

if Kboard.keyboard($R_Key_7)

@text += "7"

end

if Kboard.keyboard($R_Key_8)

@text += "8"

end

if Kboard.keyboard($R_Key_9)

@text += "9"

end

 

 

 

# numpad

if Kboard.keyboard($R_Key_NUMPAD0)

@text += "0"

end

if Kboard.keyboard($R_Key_NUMPAD1)

@text += "1"

end

if Kboard.keyboard($R_Key_NUMPAD2)

@text += "2"

end

if Kboard.keyboard($R_Key_NUMPAD3)

@text += "3"

end

if Kboard.keyboard($R_Key_NUMPAD4)

@text += "4"

end

if Kboard.keyboard($R_Key_NUMPAD5)

@text += "5"

end

if Kboard.keyboard($R_Key_NUMPAD6)

@text += "6"

end

if Kboard.keyboard($R_Key_NUMPAD7)

@text += "7"

end

if Kboard.keyboard($R_Key_NUMPAD8)

@text += "8"

end

if Kboard.keyboard($R_Key_NUMPAD9)

@text += "9"

end

 

if Kboard.keyboard($R_Key_ADD) # + (numpad)

@text += "+"

end

if Kboard.keyboard($R_Key_SUBTRACT) # - (numpad)

@text += "-"

end

if Kboard.keyboard($R_Key_DIVIDE) # / (numpad)

@text += "/"

end

if Kboard.keyboard($R_Key_MULTIPLY) # * (numpad)

@text += "*"

end

 

if Kboard.key($R_Key_CAPITAL) # since i dont want to change my keyboard layout you need to test it for you'r self...

if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout)

@text += ","

end

if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout)

@text += "-"

end

if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout)

@text += "."

end

elsif Kboard.key($R_Key_CAPITAL, 1)

if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout)

@text += ";"

end

if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout)

@text += "_"

end

if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout)

@text += ":"

end

end

 

else

end

refresh

end

end

def text()

self.contents.dispose

self.dispose

return @text

end

end
 

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