Eli Button Common Events - Assign/bind common events to your keyboard keys!

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Started by Eliaquim 63 posts Page 2 of 4 View original ↗
  1. It does seem to have fixed the movement problem as I wasn't able trigger it again. Though in testing on my other game, sometimes the common event will trigger endlessly, locking the player in place for a random amount of time. It triggers more often if the common event is set to parallel, but will still occur if it isn't. In both instances the plugin parameter has "isParallel" set to true.

    Unfortunately it's just so erratic that I don't have an exact method of triggering it yet. I'll see if I can create an example of it with the blank project.
  2. ImaginaryVillain said:
    It does seem to have fixed the movement problem as I wasn't able trigger it again. Though in testing on my other game, sometimes the common event will trigger endlessly, locking the player in place for a random amount of time. It triggers more often if the common event is set to parallel, but will still occur if it isn't. In both instances the plugin parameter has "isParallel" set to true.

    Unfortunately it's just so erratic that I don't have an exact method of triggering it yet. I'll see if I can create an example of it with the blank project.
    I will try to replicate it here too.
    I guess I have an idea of why this is happening.

    Try replacing those lines I tell you, with these ones:

    JavaScript:
    Input._gamepadStates[0][index] = false
    Input._currentState[Input._latestButton] = false
    Input._latestButton = null

    Either way, common events assigned to buttons, must always be regular common events(no parallel or autorun on the database, will update it on the help file). Just set it parallel to the plugin parameter.
  3. I tested those changes, and saw that the endless common event bug still happens.

    Here's an updated blank project.

    ...Just mash the buttons, eventually your character will start moving around uncontrollably (all of the common events are moveroutes). The problem does appear to be fixed for directional movement though.
  4. ImaginaryVillain said:
    I tested those changes, and saw that the endless common event bug still happens.

    Here's an updated blank project.

    ...Just mash the buttons, eventually your character will start moving around uncontrollably (all of the common events are moveroutes). The problem does appear to be fixed for directional movement though.
    Ok then!
    See if that version will work.
  5. Eliaquim said:
    Ok then!
    See if that version will work.
    Nice, it seems to work perfectly. Thanks!
  6. I have used this to fade out the menu on opening and it works fine. However, if I return to the title screen and then continue / start a new game, it stops working.
  7. BloodletterQ said:
    I have used this to fade out the menu on opening and it works fine. However, if I return to the title screen and then continue / start a new game, it stops working.
    Hi there!

    I need to understand better what you are doing.
    My plugin just assigns common events to keyboard/gamepad buttons.
    So I don't see why your question fits into the plugin.

    As I can see, you are attaching a common event to the same button that calls the menu. So, when you call the menu, you do a fade-out before opening the menu.
    But when you go to the title screen, start a new game, then try to use the button again, something is not working.

    that is what I understand. Now, what is not working?
    The button does not call the common event?
    Or the fade-out does not work anymore when you call the menu?

    Did you attach the common event to the button using the plugin command or parameters?
  8. My fault. Finally found the solution and it wasn’t the plug-in. Just had to modify some of the default RMMZ code. Sorry for the trouble.
  9. Version 5.2.3 - 11/28/2022​

    • Fixed an issue that was not updating the Input states correctly when button common events are pressing too quickly and simultaneously.
  10. Can this plugin be used to setup a dash/sprint common event?
    In other words, can it detect when a button is NOT being pressed also? Thanks.
  11. Macrophage said:
    Can this plugin be used to setup a dash/sprint common event?
    In other words, can it detect when a button is NOT being pressed also? Thanks.
    Hi there!

    What the plugin does is, when you press a Button, It plays a Common event.
    On that Common event, you can do whathever you want, just like you do on any event.
  12. Great plugin!
    Was wondering if there was a way for it to trigger the common even repeatedly while the button is held down instead of just once when it is pressed down.
  13. @ellidwe you can do that if you make an if condition if the button is held down.
    and loop the function, if you release the button, break the loop.
  14. ShadowDragon said:
    @ellidwe you can do that if you make an if condition if the button is held down.
    and loop the function, if you release the button, break the loop.
    ellidwe said:
    Great plugin!
    Was wondering if there was a way for it to trigger the common even repeatedly while the button is held down instead of just once when it is pressed down.
    - You can simulate this with a similar idea of what ShadowDragon said.
    You can create a loop at the start of the common event to make it repeat. But use Input.isPressed("common event button") will not work. You will have to find another way to break the loop.
  15. Thanks for the help!
  16. Hi! :LZSproud:

    Is there a way to assign a controller button?
  17. Angy1910 said:
    Hi! :LZSproud:

    Is there a way to assign a controller button?
    Yes, they're built into the plugin parameters
  18. AquaEcho said:
    Yes, they're built into the plugin parameters
    Thank you for letting me know! :)
  19. i wonder if it works for mv perhaps:kaophew:
  20. doodoosalad said:
    is there an mv version perhaps?:kaophew:
    Yes, it's in the MV museum pack