Secret Code (FEATURE COMPLETE)

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Started by ZeroBreak 8 posts View original ↗
  1. Don't know if this has ever been asked, but does anyone know two cents about adding a secret code for a special surprise? Reason I ask is that I'm thinking about doing just that, and I don't mean like a secret password (like GSC♦ in Breath of the Wild) but more along the lines of keyboard/controller input (like the infamous Contra hack/K-code).

    EDIT: For the avoidance of doubt, I'm posting here instead of using a more targeted request section because the implementation I decide on can potentially be done off basically anything.
  2. you can add a separate listener to the main menu, but it'll have to be a chained update/refresh sequence, meaning one key press (should it belong to the sequence) would set the scene to listen for the next key, and so on until the sequence it finished.
  3. That's one way to do it I guess. Of course it doesn't have to be menu limited, either.

    Now in terms of which input is which.... uh, what are the default input codes relevant to the keyboard map in MV? I can only recall from VXAce, and by tradition the referenced key sequence ends with input b, input a, and input confirm. In that order. They're probably equivalent across everything but of course I want this **** done right.
  4. help files, Input module, under RGSS modules.
  5. and the equivalent for MV?
  6. *d3rp* my bad, I thought you were looking for RGSS.

    JS Library, Input, isTriggered?
  7. 'Game Mechanics Design is for looking at aspects of game play at a more conceptual level. "How do I...?" Questions go in the support forum for the engine you are using.

    I am starting this off in the MV general forum in case it can be done without a plugin.

    [mod]Moving [/mod]
  8. Been awhile on this topic, and over the course of time since I started discussing a strategy for hidden secret functions, I have decided on where to hide my surprise (and come up with a hint to place in a journal tracker function as well). This also extends to a second quest I am now writing alongside the main story as I made the secret code into my "skip ahead" function in the event anyone wishes to go straight to my extended content (in other words, it does what typing "Zelda" into your filename back in the 1986 original would do). And yes, I did go with the Contra example.

    What happened is as follows: I was fiddling around with map events to build out the proper movement chain which is set up to be done in a complete void (so the player doesn't have visual feedback and has to crack the code from either reference or experience) and set a successful crack job to ask if you "feel like a champion" if done correctly. Saying yes to this question will then kick off a skip-ahead that gives minor spoilers to the bypassed content and then rolls the credits as normal to initiate normal requirements (excluding victory royale which can only be logged by playing the entire campaign for obvious reasons, though you can log initiation for the second quest no matter how you do so).

    After that it was a matter of determining input patterns for a known compatible gamepad which I got today while at Target for other supplies that I needed, and then writing the default mappings accordingly. Using Yanfly Gamepad Config I then tested which button is what and strategized accordingly, then updated the plugin defaults to match from a notepad++ instance. The result of the proper order also has a side benefit as it connects straight into the game's terminology standards, x on the gamepad being "xkey-2000 which is my name for the pause menu". Using the same logic, I mirrored B and A to follow a Super NES layout (so that b is now begin analysis meaning that a becomes action redress). Because a begin analysis works for conversation as much as the world around you it becomes the natural lead-in for the last two inputs of the Contra secret, hence now we have the defaults set in a way that RMMV will be able to detect properly using the plugin as its base.

    With that done (and the script defaults remapped as follows):


    Code:
    Scene_GamepadConfig.prototype.commandReset = function() {
        ConfigManager.gamepadInput = {
            1: 'ok',
            0: 'cancel',
            3: 'shift',
            2: 'menu',
            4: 'pageup',
            5: 'pagedown',
            12: 'up',
            13: 'down',
            14: 'left',
            15: 'right',
        };
        ConfigManager.applyGamepadConfig();
        this.refreshWindows();
    };

    the secret is now properly set based around a modern, Xbox-oriented gamepad while also following the layout mappings of a Super NES controller from back in the day. That makes it two for one, or another bird with one stone so that not only does it have the retro feel in remapping defaults on which button normally does what but the layout also mirrors inputs accordingly therof, and the consequential side-effect of begin analysis changing places with action redress in my final implementation completes a proper sequence off a more familiar gamepad layout for today's generation. And now we finally have the sequence in full: move up, move up, move down, move down, move left, move right, move left, move right, begin analysis, action redress. Done and done!

    Obviously this means that my original strategy planning call now has its associated implementation so I'm elevating this strategy planning request to "feature complete" and will defer accordingly to mod control.