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

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Started by siguren 159 posts Page 8 of 8 View original ↗
  1. Si vous souhaitez ajouter une opération de bouton avec RPG MakerMZ, modifiez Input.keyMapper.
    addEventListener() n'est pas obligatoire.
    Il existe un objet appelé keyMapper dans rmmz_core.js, alors référez-vous-y.

    JavaScript:
    (function(){
        'use strict';
        // sample. when key A pressed
        Input.keyMapper[46] = "MyEvent";
        funciton myUpdate(){
            if(Input.isTriggered("MyEvent") ){
                $gameTemp.reserveCommonEvent(1) // 1 is commonEventId
            }
        }
    }())
    Le code ci-dessus est un exemple simple.
    En fait, vous devez écrire un processus qui interrompt Scene_Map.prototype.update et appelle myUpdate().
  2. Thank you, i will try this.

    Ant after that in your plugin i just have to put in parameter key: "MyEvent" ?
  3. Hi, I'm using MZ and trying to see if I can display the keys assigned to different symbols. I tested this out in a new project with only your plugin, no changes in the parameters, and the plugin commands shown below, but got an error. I don't have a gamepad plugged in, by the way.

    Do you have any ideas why? Thank you!

    Plugin.png

    Error from console:

    Code:
    Is keyboard valid? true
    rmmz_managers.js:2036 TypeError: Cannot read property 'getButtonBySymbol' of undefined
        at Game_Interpreter.GetButtonName (Mano_InputConfig.js:6527)
        at Function.PluginManager.callCommand (rmmz_managers.js:3120)
        at Game_Interpreter.command357 (rmmz_objects.js:11315)
        at Game_Interpreter.executeCommand (rmmz_objects.js:9658)
        at Game_Interpreter.update (rmmz_objects.js:9563)
        at Game_Map.updateInterpreter (rmmz_objects.js:6793)
        at Game_Map.update (rmmz_objects.js:6697)
        at Scene_Map.updateMain (rmmz_scenes.js:747)
        at Scene_Map.updateMainMultiply (rmmz_scenes.js:743)
        at Scene_Map.update (rmmz_scenes.js:730)
  4. How would one get this to work with something like chronoengines abs battle system? I’m trying to add an attack function when you press a button and I wanted to add buttons for my bow function and other tools I have. How would I go about doing this?
  5. Gl4ss0nyx said:
    How would one get this to work with something like chronoengines abs battle system? I’m trying to add an attack function when you press a button and I wanted to add buttons for my bow function and other tools I have. How would I go about doing this?
    This plugin has the option to tie a common event to a button. You would put $gamePlayer.act(skill ID here) on the common event page.
  6. AquaEcho said:
    This plugin has the option to tie a common event to a button. You would put $gamePlayer.act(skill ID here) on the common event page.
    How would I put that in the common events? Would I put it in as a comment?
  7. Gl4ss0nyx said:
    How would I put that in the common events? Would I put it in as a comment?
    You put it in as a script call
  8. AquaEcho said:
    You put it in as a script call
    So if it were skill Id 2 for example would it look like $gameplayer.act(skill_id2)? Also with the Mano_inputconfig plug-in how would I input my button prompts to make my skills work with specific buttons? Again sorry about all the questions
  9. It would just be $gamePlayer.act(2)
    You need to set up the buttons in the plugin to a common event. The common event would just have that one line.
  10. AquaEcho said:
    It would just be $gamePlayer.act(2)
    You need to set up the buttons in the plugin to a common event. The common event would just have that one line.
    Okay thank you! So if I put that in for button prompt “B” for example, what would that look like? And do I have to create a new common event page for every button/new skill?
  11. Gl4ss0nyx said:
    Okay thank you! So if I put that in for button prompt “B” for example, what would that look like? And do I have to create a new common event page for every button/new skill?
    I don't know what the plugin settings look like. I'm on my phone so I can't look at it. But yes, you would need a separate common event for each button.
  12. siguren said:
    Updated the function to call common events.
    It's easier to use than before.
    How would you call common events I’m having a hard time figuring out how to do it for my buttons on my controller
  13. (Delete)
  14. You're a life saver with this plugin!!!
    Thank you!!
  15. Hello there :)
    Could you please confirm that the last version supported by MV is the 8.0.1?

    At first, I downloaded the 9.3.0.
    Sadly for MV with that version, the option to configure keyboard / controller does not appear in the option menu.
  16. This plugin is great, however I am having no luck solving an issue.

    There is a strange key being added by another plugin, and I have no idea how to remove it. Several keys are occupied by it, and they can't be rebound.

    I tried messing around with the corescript keyMapper as well as using the inputExtension, but I either can't figure out how they are supposed to work, or it isn't working.

    Any help is much appreciated! I just want to remove those "gameTimeFastFlow" keys completely (or at least rename them otherwise).
    sadsadas.JPG
  17. What would Mano_InputConfig do to enable the xbox controller to change the function of the buttons?
  18. This is a pretty exciting plugin. I am glad for those for whom this works plug-and-play.

    For me making a pixely game with a small screen and bitmap fonts, the appearance implementation I think I need help with tweaking. (Without breaking the plugin).

    In Keyconfig, the names spill outside the keys and the keyboard was too tall for the provided window. I fixed the latter partially by modifying a line: keyWindowLineHeight: 13 (instead of 22)

    But the long names like "Page Down" are overlapping. I may have to make a custom system font that is very narrow. Not sure if that will be the only solution to that. Probably is.

    In Gamepadconfig, the height of the gamepad configuration is curious. There's a big window at the top, empty and taking up far too much pixel real estate. It only ever shows: ButtonNumber, nintendo, xbox or playstation when changing button labels. And the list of available buttons (bottom window) is also enormous. I think I fixed this somewhat by shrinking the button assignment window with: Window_Base.prototype.fittingHeight(numLines*.6) adding the division there to make the height a bit squatter. The top and bottom window are still weirdly huge. Working on fixing that.

    The other issue is that the #FFFFFF hexdec style colors don't apply to the font. But using VE Sfont I have a bunch of font colors assigned with the escape code \c[n].

    Is there a way to have this plugin respect \c[n] style escape codes for assigning color instead of html color?
  19. I'm having an issue where some keys can't be re-bound at all. I could understand this if it was the last key of that function, but even if I bind an additional key to the same function, some can't be rebound.

    For instance, I can't rebind shift to anything other than sprint, and the CTRL key can't be bound to anything at all.

    Has anyone else had these issues? So many keys seem to be locked, which defeats the whole point of the plugin.