About customizing the text in the cell
The text in the keyboard cell is set with inputExtension> keyText.
About color
Since there is a class called SymbolColorManager_T, it can be changed by rewriting the return value here.
I think this will eventually be able to be changed with plugin parameters.
Mano_InputConfig(Gamepad&keyboard config+WASD move/ButtonCommonEvent)
● ARCHIVED · READ-ONLY
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That part is good.
I mean the default keys
These are details but for the gamepad I've set them "Ok" (instead of "ok"), "Prev." and "Next" (instead of "PageUp" and "PageDown"), "Escape" (instead of "escape") etc
But it's not written like that in the keyboard config and I don't find where to modify this keys -
Since there is a function called basicSymbols (), you can change the display name by modifying it.
I had planned to change it before, but I forgot it, so it's still old.
Internally, there is a setting that corresponds to the switching of characters for display, so please try to modify it well. -
Alright, thank you very much.
I'll give it a try when I'll be back home -
Love using this so far! But i'm a little bit stuck.
The text for A & B are flipped in the parameters, So are X & Y.
So by default A is set to Cancel, but is really OK, and B is set to OK, but is really cancel.
This can of course be changed in the plugin easily, but I'm stuck on another thing:
I want to assign the ''START'' button to Cancel/Menu on default, but I can't figure out how :(
( I'm using and XBOX controller, RMMV and not using VisuMZ_1_OptionsCore) -
It is a specification that X and Y ・ A and B are reversed. These are because the button layout of the gamepad is not unified.
We are caught up in the difference in button designations between Nintendo, Playstation and XBOX.
If we respond to someone's request, it goes against someone else's request, so we have no plans to change it.
2.assign the'' START'' button to Cancel / Menu on default
A plugin parameter fix we made a few weeks ago made it possible to implement this fix.
However, I'm wondering if it's really necessary, and it's more likely that I won't implement it.
It is possible by adding to the gamepadMapper inside rpg_core.js.
Input.gamepadMapper = { 0: 'ok', // A 1: 'cancel', // B 2: 'shift', // X 3: 'menu', // Y 4: 'pageup', // LB 5: 'pagedown', // RB 9: 'escape',// start (Added items) 12: 'up', // D-pad up 13: 'down', // D-pad down 14: 'left', // D-pad left 15: 'right', // D-pad right }; -
I've added these lines to rpg_core.js, but I'm not sure what to do now.9: 'escape',// start (Added items)
I tried setting setting 'menu' to the START button in the parameters for 'Initial Settings'
But it changes back to empty once I hit 'Restore default settings' in game.
I feel like I'm doing something wrong, but I'm at a loss :C
Thank you for helping me out ^^, -
It will be a long time ago, but we will add features in a future fix.
If the button name is wrong (XY is reversed, etc.), we have found a solution and are currently implementing it.
We plan to implement it by the time it gets warm at the latest. -
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Love using this so far! But i'm a little bit stuck.
The text for A & B are flipped in the parameters, So are X & Y.
So by default A is set to Cancel, but is really OK, and B is set to OK, but is really cancel.
This can of course be changed in the plugin easily, but I'm stuck on another thing:
I want to assign the ''START'' button to Cancel/Menu on default, but I can't figure out how :(
( I'm using and XBOX controller, RMMV and not using VisuMZ_1_OptionsCore)
We have fixed this issue.
It was solved by recreating the setting screen of the gamepad.
Added the function to switch the button name display.
This allows players to switch to the display that suits them if they are using one of the Nintendo / Playstation / Xbox gamepads.
This function can be used from ver8.0.0. -
Hey awesome work! Thanks a lot.. WASD is important in the west, but do you think it will be hard to add French "azerty" keyboard as another option choice??
WASD become ZQSD
Z (ok) become E
X (escape) become A or C -
Ce n'est pas impossible, mais c'est un peu délicat.
Le problème est que je n'ai pas d'environnement pour tester.
Je vous demanderai plusieurs fois s'il a été implémenté correctement.
Je vous enverrai la première question.
Que se passe-t-il si j'appuie sur A ou Z sur un clavier avec une disposition AZERTY ?
Si j'appuie sur A / Z sur l'écran d'état de l'acteur, va-t-il passer à un autre acteur ?
De plus, quelle touche est utilisée pour prendre une décision ou annuler lors de l'utilisation du clavier ?
Avec la réponse à cette question, je peux passer à la tâche suivante. -
The necessary items are written.
(I overlooked it because I sandwiched the translation)
I will be working on it, so please wait for a while. However, it will take some time.
I translated the previous entry into French and wrote it, but I stopped it because it would be difficult to use automatic translation.
From this time onward, I will write in English. -
I honestly have no idea how to use this. I just wanted to make a simple hit a button to trigger a variable and hit it again to shut it off. but have no idea how to do that lmao
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What does "trigger a variable" mean?
This plugin has the ability to call processing using common events.
To call a common event, you can add an item to the "inputExtension" and use the event item there.
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@siguren Nice Plugin fluffy Cat. I just have a tiny ''problem'' It seems page up and down...
or other name for it next and prev, are by default, and you have no way to not make them waste a button on a controller, because if you remove them in the settings ingame menu, the game not allows that and save settings becomes greyed out! Do you know how to remove those useless functions?
My game does not need page up and down on the controller, and waste space with it... -
Nvm, I found out how to remove those useless buttons from the gamepad function myself.
Now even if you press reset to default, it is the new default that they are not a function.
rpg_core.js. =>
Input.gamepadMapper = {
0: 'ok', // A
1: 'cancel', // B
2: 'shift', // X
3: 'menu', // Y
12: 'up', // D-pad up
13: 'down', // D-pad down
14: 'left', // D-pad left
15: 'right', // D-pad right
as you can see page up and down is removed and it works now.
You can also set other buttons here to default on what you like btw.
So this way if the player presses reset, they restore to the setting you want! -
Ok ... wow ... really? Now it still stays greyed out and does not allow to save without page up and down!
Edit: I entered your plugin and searched for all page up and down lines, killed them all.
Seems you made page up and down mandatory for some reason, even tho not all games need that.
So for whoever not wants to waste 2 of there buttons on a controller for page up and down,
now you know how to get rid of that nonsense, and use those 2 buttons for something useful. ^- ^
As you can see on the picture save settings is now not greyed out if you remove prev and next
aka page up and down... -
You should be able to exclude pageup/pagedown with the fix below.
(I think this will work on the source code, but I haven't tested it exactly)
Code:function createBasicSymbols(){ const param = getParam(); const ok = BasicSymbol.create("ok",param.basicOk); const cancel = BasicSymbol.create("cancel",param.basicCancel); const shift = BasicSymbol.create("shift",param.basicShift); const menu = BasicSymbol.create("menu",param.basicMenu); //const pageup = BasicSymbol.create("pageup",param.basicPageup); //const pagedown = BasicSymbol.create("pagedown",param.basicPagedown); const esacape = EscapeSymbol.create(param.basicEscape); return [ok,cancel,shift,menu,pageup,pagedown,esacape]; } -
@siguren that doesn't change anything postivie, just throw me into default gameconfig of yanfly instead of yours, maybe it has to do with my own edits I made, I will try with a compelte clean reinstall of your plugin. It throws me errors that probably are caused by myself.