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

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Started by siguren 159 posts Page 7 of 8 View original ↗
  1. siguren said:
    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.
    Thank you.
    I'm using 8.0.1 which seems to be the newest one (MV). I noticed there is a 9.1.0, but for MZ only.
    Nevertheless, I checked both versions and I can't find any option named GamepadMapper or KeyMapper. Can you provide more help please?
  2. This plugin is designed for both MZ and MV. Version 9.1.0 is available even for MV.
    GamepadMapper and KeyMapper are in the core script.
    If it's MV, it's in rpg_core.js.
  3. siguren said:
    This plugin is designed for both MZ and MV. Version 9.1.0 is available even for MV.
    Ah, nice to know!

    siguren said:
    GamepadMapper and KeyMapper are in the core script.
    If it's MV, it's in rpg_core.js.
    I searched in the plugin itself, haha.
    Thank you, it works like a charm :smile:

    If you ever plan to update this plugin, it would be cool to have the option to change the text "Change button notation" if you make a game in another language than english. I changed it in the plugin itself, so it works for me now. But maybe other devs could have the same problem.
  4. im just trying to figure out how to use gamepad triggers (l2 and r2) as buttons
  5. azurezero said:
    im just trying to figure out how to use gamepad triggers (l2 and r2) as buttons

    Depends on what you do if you trigger L2 and R2.
    1. Open the InputExtension in the plugin parameters.
    2. Since there is an item called padButton, set the button here.
    3. Set a common event that will be called if the button is pressed.
  6. siguren said:
    Depends on what you do if you trigger L2 and R2.
    1. Open the InputExtension in the plugin parameters.
    2. Since there is an item called padButton, set the button here.
    3. Set a common event that will be called if the button is pressed.
    i found out a plugin i was already using had LT and RT as options
    (it was Eli_ButtonCommonEvents)
  7. azurezero said:
    i found out a plugin i was already using had LT and RT as options
    (it was Eli_ButtonCommonEvents)
    Other common event call plug-ins may work as well.
    But that's out of my scope of support.
    Please use it after understanding the point.
  8. Greetings,

    I am having an issue with this plugin in that the commands to open the menu on an xbox controller (default Y) and the commands associated with L1 (default prev) and R1 (default next) do not function properly.

    If I press Y, nothing happens. If I spam it a bunch of times, maybe about 20-30 button presses, the menu will open. The triple line button opens to menu normally, with a single button press.

    For R1 and L1, they simply do not function. What they do now is if i spam either one of them, it will cause wierd random sound effects to play or it will cause the volume of BGM to change. There seems to be no set pattern to this afaik, it's just random what the buttons do on any given press.

    This is with the default gamepad mapping for an xbox controller.
  9. Hi @siguren, I noticed that in the keyboard configuration screen, when selecting "TAB", "CTRL", "Back" and the arrow keys nothing happens and I can't assign them to anything (I hear the buzzer sound when I click on those keys). Is there a reason for this, and is it possible for me to change this? Thank you for your help!
  10. SeaPhoenix said:
    Hi @siguren, I noticed that in the keyboard configuration screen, when selecting "TAB", "CTRL", "Back" and the arrow keys nothing happens and I can't assign them to anything (I hear the buzzer sound when I click on those keys). Is there a reason for this, and is it possible for me to change this? Thank you for your help!
    Those keys are intentionally immutable. The reason is as follows.

    The reason for locking the TAB key is related to browser behavior.
    I've heard from other people that changing the TAB key conflicts with the behavior of the browser's TAB key and causes problems.

    The reason for locking the CTRL key is a guideline set by Microsoft. It is locked because it is said that you should avoid using the shortcut key in any way other than making it work.


    The reason for locking the Back key is to avoid losing the key assigned to the cancel operation. If you remove all cancel actions, you may not be able to restore the settings. I also lock the enter and directional keys for the same reason.
  11. Thanks for the explanation! That's useful to know.
  12. Hello, this looks a very nice plugin. However, I installed the plugin and VS option core patch provided, but when I clicked "keyboard config", it said

    -------------------------------
    TypeError
    Cannot read property 'currentName' of null
    -------------------------------

    I tried to turn off the VS patch, but it gave me the same message.

    I'm using MZ 1.7.0 and the latest VS plugin.

    Can you fix the problem?

    Thank you so much for making the plugin. ;)
  13. The version uploaded to github had a bug, so I fixed it.
    The latest version is ver9.2.1.
    cchmaster said:
    Hello, this looks a very nice plugin. However, I installed the plugin and VS option core patch provided, but when I clicked "keyboard config", it said

    -------------------------------
    TypeError
    Cannot read property 'currentName' of null
    -------------------------------

    I tried to turn off the VS patch, but it gave me the same message.

    I'm using MZ 1.7.0 and the latest VS plugin.

    Can you fix the problem?

    Thank you so much for making the plugin. ;)
  14. Thank you siguren. Now it works!

    I have a question. Can I change the default key? For example, I don't want to use "shift" as "dash". I'd like to use shift as cancel, and assign dash to another key. Is this possible?
  15. Hello everyone, I see that the last posts are very old, and I hope someone can answer me.

    I just exported the demo of my game, and I had set and saved buttons to run ( L3) and to open the menu ( start button) trying the exported game I realize that the modifcations I made were not saved.. would you happen to know how to fix this problem?
    I thank you in advance.
  16. cchmaster said:
    Thank you siguren. Now it works!

    I have a question. Can I change the default key? For example, I don't want to use "shift" as "dash". I'd like to use shift as cancel, and assign dash to another key. Is this possible?

    Rewrite the keymapper in rmmz_core.js or rpg_core.js.
    This plugin will then respond to the appropriate state.

    Dafox said:
    Hello everyone, I see that the last posts are very old, and I hope someone can answer me.

    I just exported the demo of my game, and I had set and saved buttons to run ( L3) and to open the menu ( start button) trying the exported game I realize that the modifcations I made were not saved.. would you happen to know how to fix this problem?
    I thank you in advance.

    Assuming you are using the latest version of the plugin.
    Other plug-ins may have failed to save option data.
    Try turning off other plugins.
    If it still doesn't work, lend me your game data. I will investigate
  17. siguren said:
    Rewrite the keymapper in rmmz_core.js or rpg_core.js.
    This plugin will then respond to the appropriate state.



    Assuming you are using the latest version of the plugin.
    Other plug-ins may have failed to save option data.
    Try turning off other plugins.
    If it still doesn't work, lend me your game data. I will investigate
    Thank you for your reply..
    Forgive me but I didn't quite understand what other pulg ins I should disable... and should I disable them before exporting the project?
    Could you please explain a little better how I should proceed?
  18. Question! I got it working on the map. Are inputs different for Ps5 controllers? Because I change it so it says X O Square Triangle. By default, OK is set to X. But when I press X it cancels. When i press Square it confirms. So basically, 1 is Square, 2 is X, 3 is O and 4 is Triangle. Instead of 1 being X, 2 being O, etc.

    Second question, more important... how do I set up maybe 'secondary' controls for battle?

    For example, my battle system is:
    Z for attack
    D for Spells
    S for guard
    Esc for menu
    Q for switch character left
    W for switch character right

    So when I enter battle and hit X it attacks, but when I hit circle it opens the menu.

    Can I set up commands just for battle? And how do I do something like... hitting Square is the same as hitting the S key?

    Thank you!
  19. ZankokuNoYami said:
    Question! I got it working on the map. Are inputs different for Ps5 controllers? Because I change it so it says X O Square Triangle. By default, OK is set to X. But when I press X it cancels. When i press Square it confirms. So basically, 1 is Square, 2 is X, 3 is O and 4 is Triangle. Instead of 1 being X, 2 being O, etc.

    Second question, more important... how do I set up maybe 'secondary' controls for battle?

    For example, my battle system is:
    Z for attack
    D for Spells
    S for guard
    Esc for menu
    Q for switch character left
    W for switch character right

    So when I enter battle and hit X it attacks, but when I hit circle it opens the menu.

    Can I set up commands just for battle? And how do I do something like... hitting Square is the same as hitting the S key?

    Thank you!
    The problem is that the button notations do not match, but this is difficult to solve and I have given up on dealing with it.
    Even if one person's environment says that the button placement is correct, another person's environment may say that the button placement is incorrect.
    However, I plan to investigate whether there is a way for game authors to set this themselves. I'll think about it when I have time.

    The second problem is regarding button layout settings for battle.
    I don't understand what kind of operation you want to do. This is because I don't know what kind of content your game is about.
    Please give me a screenshot. You can diagnose the problem by looking at what the key config screen looks like.
  20. Hello, thanks for your wonderfull job.

    Sorry if the answer was already given in the thread but my english is poor (french is my native langage).
    I saw on another tread that you said your plugin can bind gamepad input to keybord input (or something like that maybe i misunterstood).

    I need to trigger a common event by pressing a gamepad button but in battle (your plugin provide the function only in map). So I made a little plugin for triggering event from keyboard input (tried to do for gamepad but my js is too poor). I need now to bind my controller button to the key used by my plugin. So is there a way to configure your plugin like that? Or maybe do I have to change something in my plugin.

    I tried this :
    Screenshot
    1704403593207.png

    And my plugin code is :

    Code
    JavaScript:
    (function() {
        const pluginName = 'Trigger Common Event';
        const params = PluginManager.parameters(pluginName);
        const eventMappings = JSON.parse(params.EventMappings).map(entry => JSON.parse(entry));
      
        const isCombatScene = () => SceneManager._scene instanceof Scene_Battle;
      
        document.addEventListener("keydown", function(event) {
          if (isCombatScene()) {
            const triggerKey = event.key.toLocaleLowerCase();
      
            console.log("Pressed Key:", triggerKey);
            
            let mappedEvent;
            for (let i = 0; i < eventMappings.length; i++) {
              let mappedKey = eventMappings[i].key.toLowerCase();
      
              if (mappedKey === triggerKey) {
                mappedEvent = eventMappings[i];
                break;
              }
            }
      
            if (mappedEvent) {
              $gameTemp.reserveCommonEvent(Number(mappedEvent.commonEventId));
            }
          }
        });
      
      })();

    Thanks.