Mano_InputConfig(Gamepad&keyboard config+WASD move/ButtonCommonEvent)

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Started by siguren 159 posts Page 3 of 8 View original ↗
  1. We have released a patch plugin to support it.
    It's at the top of the thread, so download it from there.
    Previously, I was instructed to add an element to the plugin parameter of VisuMZ_1_OptionsCore to support it, but it was difficult, so I decided to make a patch plugin.

    Mano_InputConfig must be up to date for the patch to take effect.
    The latest version as of November 30, 2021 is ver6.2.0.
  2. I have a feeling that it has not been transmitted, so I will write it again. We have prepared a patch plugin for VisuStella Options core. https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/ManoPP_VisuMZ_OptionCore.js
    By updating Mano_InputConfig to the latest version, the settings will be added automatically.
    Kaine_Kalos said:
    I know I'm going to sound like a pleb here, but I am having trouble figuring this out; I'm pretty new to this kind of thing, so please bear with me because I really want to get this to work.

    I figured out that I needed to download software to save it as .js file, so I got Notepad++. (That might help someone else if they don't know to do that.)

    I installed the plugin, and the WASD options seem like they're automatically applied when you start up the game. That's great.

    However, I have NO clue whatsoever on how to call up the menu options for the player to customize keys. I checked all the common event triggers, and I don't see anything. There were only three options. I didn't understand them. Tried them anyway, nothing happened. I went through all the options in the plugin, and I could not figure out anything on how to set the keys or call something up in a menu to change them.

    I briefly looked through the .js file to see if there was something I could edit there, but for the most part, the English was Japanese to me. (lol)

    I'm stuck. Any help would be appreciated. o_O

    (Oh, and I'm using MZ with VisuStella Options core.)
  3. Hey!
    Great plugin! I was looking for a way to configure the entire controler.

    I have a few questions :
    - I've mapped a Gamepad button like this
    1639772256207.png

    But it appears like this ingame
    1639772321630.png

    Any idea why?

    - The A and B buttons are inverted
    1639772402418.png
    The B button is in fact the cancel.

    - How to remove the Keyboard config from my option menu? I don't need it.
  4. 1639777607141.png


    1. About the problem that is displayed as unknow
    The plugin you are using may be out of date.
    If it is the latest plug-in, it will be written like the image above.
    When I investigated, there was evidence that the overwrite function was disabled due to a problem in the past.
    I will think about how to solve the problem that cannot be overwritten.

    1639778145682.png

    2. About inversion of A and B
    Even if OK and Cancel are reversed for the button layout, they are assigned correctly for the actual operation.
    The plug-in parameters shown in the image above determine the term.

    The problem is so complicated that it is not supported.
    This is because PlayStation and Nintendo have different policies regarding button placement.
    The B button on the Nintendo gamepad is in the same position as the X button on the PlayStation gamepad.
    I expected the gamepad you were using to be Nintendo or an imitation of it.
    However, anyone using a PlayStation gamepad will find the current placement correct.
    Whether to follow the Nintendo or PlayStation ideas by default is a big issue.
    I made the plugin in its current form because RPG maker followed the idea of PlayStation.

    The solution to this problem is to change the settings to suit the gamepad that the game player uses.
    And this problem is typical of what this plugin wants to solve.
    Even if the display is strange, there is no problem if you can play the game.

    3. About disabling keyboard config
    It's technically possible, but I don't offer this.
    I understand that there is an idea that you don't want to make it compatible with the keyboard in games with many action elements.
    However, narrowing the range of ways to play is contrary to my idea.

    If you know why you don't need it, you may be able to respond accordingly.
    However, it's not a feature disable.
    In Japanese, "
    There is a saying, "Cover the odor," and in English, "sweep under the carpet" seems to have the same meaning.
    The keyboard config is disabled because of the way this saying says.
    Once the identity of this "odor" is known, I will be able to provide a solution.
  5. 1- I'm using this version, isn't it the latest?
    1639821145948.png

    2- I'm using a X-box controller. I just replaced the term so it's alright.

    3- Alright, it's no big deal.
  6. If it is the content, it is the latest.
    The cause of the unknow display has been clarified, but it will take time to correct.
    There will be updates for other plugins, so it will be a little late, but we will definitely support it.
  7. Alright! Thank you
    I'm looking forward to it, it's a great plugin :)
  8. First of all, my apologies for responding so late. I was out of town for a couple of weeks, and now that I'm back, I took a look at what you said, and I completely misunderstood that I needed to have the plugin AND the patch as two separate plugins. I'm new to all this, sorry about that.

    After testing it in game, I almost cried... it's so beautiful! :wink:

    There is one problem for me, however, and that is my personal inability to get it into the options menu. I saw that you were speaking with someone else about that, but I didn't see anything to indicate if or how it worked. If this is an issue with VisuMZ, then I'll post a thread somewhere else, but does anyone here know what you're supposed to do to link an option in the VisuOptionsCore to the Mano_InputConfig Plugin Command?

    I can successfully pull up both the keyboard and gamepad settings with an event command, but can't figure out how to call up the Mano_InputConfig to get it to pop up from selecting it in the "Options" menu screen. Any help would be great, and I'm sure it might help others who read over this thread.
  9. To run the plugin, you need to install both the main body (Mano_InputConfig) and the patch (ManoPP_VisuMZ_OptionCore).
    But if that doesn't work, you need to find the cause.
    Once I know the order in which the plugins are installed, I can answer the solution.
  10. I have the main Mano_InputConfig installed first.
    The patch for VisuOptionsCore is installed second.

    Here is a screenshot:
    zzzzzzz1.jpg

    It notifies me that I have to install the VisuOptionsCore plugin AFTER the VisuMZ_1_OptionsCore, but when I do that, my game errors immediately with a reference error that says: "PP_Option is not defined."

    Not sure what to do from here. I'm sorry I'm so new at this, but I appreciate all your input and advice. Thanks so much! :smile:
  11. siguren said:
    As I expected, the file name of ManoPP_VisuMZ_OptionCore seems to be different from the original content.
    If the file name has been changed, the plugin parameters may fail to load and may not work properly.

    Improved to give an error message when the file name is wrong.
    The correct file name is "ManoPP_VisuMZ_OptionCore".
    Siguren, did anyone ever tell you that you're a genius? Because you are. Behind that terrifyingly hungry cat face on your profile picture, there is a genius mind.

    Because I had to copy/paste the plugin code into Notepad++ to save it as a js file, I didn't know what to name it. That was my problem; I must have missed the original file name. As soon as I changed the file name, I reinstall it into the RPGM editor, placed it after the VisuOptionsCore plugin, fired up the game, and BOOM... it's so beautiful. This is such an amazing plugin, and I hope this plugin gets a lot of attention because it should.

    I could never have done this on my own. You did amazing work here. I'm grateful for all your help. :smile:
  12. The latest version is ver6.3.0.


    Updated the overwrite function.
    The operation was unstable when symbols were set for both the button and the keyboard, so I rewrote it.

    When overwriting, the plug-in parameter determines which process is prioritized.
    In case the problem still occurs, we have added the function to set the symbol manually.
    (Manual symbol setting is for advanced users)
  13. Hello!
    I've tested that new version.

    I still have that "unknow" thing (I don't know if it was supposed to be fixed in this version)
    1640287184425.png

    I have a bug I didn't have before, I can't add my custom keys to the settings
    1640287160783.png
  14. The display is a sentence for searching for errors.
    It is not a bug and is displayed when the parameter is set incorrectly.
    On the screen where Epuipment is set, try setting "overwrite" to gamepad (1).
    That may improve the problem.

    You can also enter "e" in the equipment symbol field.
    This may be easier to solve.

    What plugin is the equipment implemented by?
    As a future measure, I would like to investigate the plug-in.
  15. It did solve how it's displayed but I still have the "unknow" thing.
    It's probably set incorrectly, as you mentionned, but I don't know what I have to change

    1640351811906.png
    1640351831999.png
  16. The reason why unknow: E is displayed is unknown.
    It is possible that the initialization process was not performed correctly due to a conflict with another plug-in.
    It may be improved by changing the order of the plugins.
  17. this was in fact a plugin order issue
    Everything is solved, thanks
  18. PLUEVNR said:
    this was in fact a plugin order issue
    Everything is solved, thanks
    Could you give me a screenshot of the list of plugins?
    This time, I was able to deal with it by changing the order of the plug-ins, so I would like to prepare an order specification for the plug-in that causes it.
    Even if I don't know the details, I'll try to find the causative plugin on my own from the list.
  19. The unknown bug comes from MOG_TitleSplashScreen plugin (MV)

    Several questions, it's not a bug but just about the visuals

    1640808978588.png

    How can I change the colors?
    Can I make the keys a little taller and center the text?
    Can I customise the text inside the cells? The default ones work for the controller config but not the keyboard config. I searched in the code but I only found how to modify the arrows without reaking the whole plugin.

    if you can point out where it's located in the code, I'll do it myself. I'm not sure it needs to be an update.

    thank you