mouse.KeyDown:connect(function(key) print(key:byte()) if key:byte() == 49 and currentslot.Name == "Slot1" then print("1") usepotion() elseif key:byte() == 50 and currentslot.Name == "Slot2" then print("2") usepotion() elseif key:byte() == 51 and currentslot.Name == "Slot3" then print("3") usepotion() elseif key:byte() == 52 and currentslot.Name == "Slot4" then print("4") usepotion() elseif key:byte() == 53 and currentslot.Name == "Slot5" then print("5") usepotion() elseif key:byte() == 54 and currentslot.Name == "Slot6" then print("6") usepotion() elseif key:byte() == 55 and currentslot.Name == "Slot7" then print("7") usepotion() elseif key:byte() == 56 and currentslot.Name == "Slot8" then print("8") usepotion() end end)
http://wiki.roblox.com/index.php?title=Taking_keyboard_input http://wiki.roblox.com/index.php?title=File:Ascii_Table.png
The first print I have prints the key.byte, and it works when I press a letter, but not a number. The tabled where I got the numbers from shows both letters and numbers, but the wiki doesn't mention it. Help? How could I solve this?
[Edit 2] Fixed, for bound keys that roblox doesn't want you to use (ex: i and o for camera), use keyup.
Since you seem to have already found your answer, I suggest looking into the User Input Service.
It's exactly the same as using KeyUp and KeyDown and whatnot (although the names are changed), but it's guaranteed to work regardless of game state. Mouse objects can break under certain situations.
Plus you can use iDevice-style touch controls with it.
If you want to see an example of it in use, I can send you the source of a game I am working on that uses it.