@Heartless_Angel you seem to be a litle impatient if he works in RL
and try to code/fix the issue for you.
I can agree its around 3 weeks, but try to give him time to respond if its
delayed to figure out how to set it properly as it might be the most complex
plugin out there :)
so I think he want to ensure stable release.
Mano_InputConfig(Gamepad&keyboard config+WASD move/ButtonCommonEvent)
● ARCHIVED · READ-ONLY
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It seemed like it would take a long time to complete, but I decided that this situation was "How Projects Really Work."
This is the situation depicted in the famous caricature of tires hanging on trees.
To complicate things, RPGmaker's movement controls mix both the left joystick and the d-pad.
This is a good but very complex issue that needs to be addressed.
I tried to make it possible with just the right joystick, but I couldn't get the correct result either.
This is due to problems with the gamepad I have, so it's difficult to deal with all these problems.
It takes a lot of concentration and time to deal with this problem.
I didn't get that kind of time in October.
However, I was able to find a solution.
We are working to resolve the remaining issues. -
I was able to overcome a large wall.
A working plugin can be published in the not too distant future. -
Sounds good, glad you made some progress and not got stuck. =^- ^=~*
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Mano_JoyStick
A new joystick plugin has been released.
Since the function is complicated, I created it as a new thread. -
Hello! Thanks for the plugin.
The plugin itself isn't difficult, and I'm getting the hang of how it works. However, I'm a little lost in figuring out what this "error" is giving me. It says the symbol is unknown, and that I need to add it in the input extension. I think I did it, but it doesn't count it, but it creates new "copies" of the input I want to give it (for example the command [G:g] should be [Menu rapido], but instead of replacing the [G:g] created a new one for me).
What am I doing wrong? I attach the screens.
I use RPG Maker MV 1.6.2
(P.s.: i tried with all in the KeySetting: "button:NaN,keys:G", "G", "keys:G" written in lowercase and uppercase, but nothing. I think i'm just doing something wrong here... Yeah, i'm not that good in JavaScript) -
I have confirmed the issue. We did a major rewrite of this plugin about a month ago, and I think we ran into some issues at that time.
The plugin parameters you set are correct.
Please be patient while we fix this issue. -
Thanks for the quick reply! Glad to hear about it, I'll gladly wait for updates in this thread.I have confirmed the issue. We did a major rewrite of this plugin about a month ago, and I think we ran into some issues at that time.
The plugin parameters you set are correct.
Please be patient while we fix this issue.
Take care! -
Fixed the issue.
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And how does it work now? I mean, what should I put in the parameters to remove those copies? I know that I should put a "key", but if I just put "G" or "keys:G" it doesn't work...Fixed the issue.
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Try turning off all other plugins and see if it works.And how does it work now? I mean, what should I put in the parameters to remove those copies? I know that I should put a "key", but if I just put "G" or "keys:G" it doesn't work...
If the problem occurs on its own, it's a conflict with another plugin.
This plugin should be properly initialized on game startup.
Changing the installation order of this plugin toward the back may improve it. -
Yep! I found the issue, thanks! It's the YEP_ButtonCommonEvents.Try turning off all other plugins and see if it works.
If the problem occurs on its own, it's a conflict with another plugin.
This plugin should be properly initialized on game startup.
Changing the installation order of this plugin toward the back may improve it.
Apparently it conflicts with this Plugin. -
This plugin contains functionality to associate buttons with common events.
The second image you presented has a parameter called "event".
By editing this parameter, it is possible to create similar functionality without the YEP_ButtonCommonEvent. -
Yeah, it works way better now, thanks!This plugin contains functionality to associate buttons with common events.
The second image you presented has a parameter called "event".
By editing this parameter, it is possible to create similar functionality without the YEP_ButtonCommonEvent.
Now I have other two questions.
Like showed in my screenshot, the "OK" action is performed by the "X" button.
But somehow, the "◻" key takes care of it.
And that's for the "O/X" too.
Is it a bug? I haven't touched any configuration, and it's been doing this since I installed the Plugin.
Even without any plugin active it still gives this problem.
Second question, some descriptions I would like to change, such as "OK", "cancel", "dash" and "menu/cancel" / "menu" being that I would like to describe them differently since I would like to give a detailed description, and not just repeat the action name.
Is it possible to change how the basic commands are displayed via file.js or something else? The plugin parameters don't change them from what I'm seeing.
Sorry for asking so many questions, but this plugin really allows me a lot and I owe you so much for it! -
Fixed that explanatory text such as OK was disabled.
Fixed that explanatory text such as OK was disabled. It becomes available by changing the ”helpText” from within the OK above the parameters. -
Excellent plugin! Is it possible to add an option to rebind the joystick/D-pad buttons on controllers?
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Mano_JoyStickExcellent plugin! Is it possible to add an option to rebind the joystick/D-pad buttons on controllers?
For JoyStick, we have prepared another plug-in.
Please try here. -
Nice plugin! I just wanted to report a small bug I found - for the "I" key, the keyboard layout displays "H" instead of "I". Turns out that there's a typo in line 3457:JavaScript:
I:keychar("H"),
Thanks for sharing this plugin! -
Hi there,
I'm using this plugin quite a while now and it's extremely helpful. Thank you for making it!
However, I have a small issue.
I'm using the shift button (which is dash, usually) for jump and so I overwrote the button for dash with jump. But it seems either I made a mistake or there is something wrong in the plugin.
If I start a new game (with no existing config file) and try to change the controls, I cannot save them. After having a hard time figuring out what is the problem, I noticed I have to choose one button and bind dash to it. Though my game does not use dash at all, as said, I'm using shift to jump.
So I can't export the game and give it to players as it is - because if anyone tries to change controls, they won't understand why they have to bind dash to a button. Of course I could do it myself before I upload it, but this can't be the way the plugin is meant to be used.
What am I doing wrong?
If this issue was discussed in this thread before - my apologies. I admit I did not read all 6 pages. -
If the plugin you are using is the latest version, there is a workaround.
Edit GamepadMapper and KeyMapper and remove "shift" from there.
This plugin then determines that the dash operation is unnecessary.
Then you can save.