maybe tiny bit off-topic, but would it be nice to set the plugins on the first post
in spoilers with small description (or link to the plugin post to jump too)?
so everything is in 1 spot?
Turan's Christmas Calendar - Day 7
● ARCHIVED · READ-ONLY
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second this, might make it a bit easier to navigate.maybe tiny bit off-topic, but would it be nice to set the plugins on the first post
in spoilers with small description (or link to the plugin post to jump too)?
so everything is in 1 spot? -
@ShadowDragon and @Lonewulf123 Since you so humbly begged my favor, I've edited the first post with all the content.
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Thank you.
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@ZombieKidzRule I have, in my own testing, fixed the issues with Shift locking up input as well as made Space Bar add spaces in the name.
Please test the updated version and let me know if you have any further problems. -
@ATT_Turan I just tested the updated version of the Keyboard plugin and I didn't get any errors. I tried quite a few different things, but the SHIFT and SPACE keys worked perfectly fine.
One little thing is that the ENTER key does the same thing the SHIFT key was doing. Meaning it types whatever letter is highlighted by the mouse pointer. I tried using the ENTER key to finish the name input, but it looks like you have to use the Mouse to press the OK option. Ideally, you would be able to use the ENTER key as the OK option. But I am absolutely thrilled that everything else is working so smoothly now so if that isn't something you want to look at adding, no big deal.
But if you did add it, my Zombie Fanboy Crush would soar to new heights! Urgh...Argh...:wink:
In case anyone else was wondering you can't use any symbols, but that really shouldn't be a problem. It just means that if you were using Name Input Processing for something like a Password or Pass Code that you would have to stick with LETTERS and NUMBERS. Not a big deal.
I also tested the Input Number up to 8 characters and it works terrific. I like how it auto moves to the next number input. That is cool.
This is a very cool plugin and I can see using it on pretty much every project.
Since I have limited my plugin explorations to plugins that pretty much only do one thing, something like this is awesome!
Thanks again for making it, for making all the others (which I will get around to exploring soon), and for coming up with this whole idea.
EDIT: However, I just noticed that pressing the ENTER key in Input Number DOES act as the CHECK MARK option to finish the entry. -
That is intentional. The idea is that the user can use either direct typing, clicking with the mouse, or navigating the on-screen keyboard via arrow keys and Enter.One little thing is that the ENTER key does the same thing the SHIFT key was doing. Meaning it types whatever letter is highlighted by the mouse pointer.
I could add a plugin parameter to bypass that, but then I think the UI would be less good if the keyboard were displayed and you couldn't interact with it.
Edit: What I think I can do is set the default position of the input window cursor to the OK button. So if the user doesn't move the mouse or press any arrows, it will function as you describe. I'll get that in sometime today. -
So I am happy to report that it seems the dev-master volume is working for me! Of course if I run into any other strange behaviors I'll report it.
Speaking of, I tried the battle hotkeys and they seem to function strangely. Not sure if this is user error though.
copy-paste of notetags:
SpoilerCode:<button skill:1 17> <button skill:2 18> <button skill:3 19> <button skill:4 4> <button skill:4 5> <button skill:4 6> <button skill:4 7> <button skill:4 8> <button skill:4 9> <button skill:4 10>
Button skills 1, 2, & 3 don't seem to do anything. I double and triple checked that I assigned the right skills and they are correct. (Skills ID 17, 18, 19)
Button skill 4 is because the "basic attack" function in my game is treated like a skill, and the basic attack changes depending on what weapon the player has equipped. In this case, it seems like the plugin just picked the last note tag in the list with the same button ID and used that one (So it used skill 10, even though the weapon I have equipped uses skill 4)
Finally, after using the short-cut key, when the next turn begins, the actor command window does not pop up. It seems like it is still attempting to use the short-cut skill. -
That seems like a very cool solution. I would say it is a simple solution, but I honestly have no idea how simple it is to implement. So I will just go with that it is a cool and elegant solution!Edit: What I think I can do is set the default position of the input window cursor to the OK button. So if the user doesn't move the mouse or press any arrows, it will function as you describe. I'll get that in sometime today.
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Weird, using 1 works for me just fine. Is it from a conflict with some other plugin? The actor does actually know the appropriate skill/type?Button skills 1, 2, & 3 don't seem to do anything. I double and triple checked that I assigned the right skills and they are correct. (Skills ID 17, 18, 19)
So to me, this is logical - a button can only do one thing, and it looks weird to try to tell the game the button does ten things :stickytongue:In this case, it seems like the plugin just picked the last note tag in the list with the same button ID
But you clearly had some other assumption - what did you expect was going to happen?
That's my bad. Looks like I only ever tested it with one actor in the party, and there's some interaction in the windows that happens differently when it goes to the next actor. I'll get it fixed.Finally, after using the short-cut key, when the next turn begins, the actor command window does not pop up. It seems like it is still attempting to use the short-cut skill. -
I'll have to do a more thorough investigation as to why this might be. It is highly possible it could related to another plugin I'm using.Weird, using 1 works for me just fine. Is it from a conflict with some other plugin? The actor does actually know the appropriate skill/type?
To be fair, when I put those note tags in, I had a feeling you wouldn't have accounted for something like that.So to me, this is logical - a button can only do one thing, and it looks weird to try to tell the game the button does ten things :stickytongue:
But you clearly had some other assumption - what did you expect was going to happen?
But here's where the problem is; the skill (10) it defaulted to, the player doesn't have. The skill is assigned by the weapon, and the weapon I tested with uses skill 4 as it's attack skill, not 10.
I assumed the plugin would only use the skills the player currently has access to, so I assumed by putting the other 6 skills in the note tag, it would just ignore the skills the player currently doesn't have an use the skill the player does have. -
I understand. But it doesn't :stickytongue:I assumed the plugin would only use the skills the player currently has access to, so I assumed by putting the other 6 skills in the note tag, it would just ignore the skills the player currently doesn't have an use the skill the player does have.
It's like your typical hotkey that you see in most games - you assign it to a skill, and if something causes you to be unable to use that skill, your hotkey is greyed out and you can't use it.
What I should be able to do without too much difficulty is make compatibility for the Weapon Unleash. So you'd simply assign the button to skill 1, Attack, and if WU is replacing that with something else, it will go automatically.
But for the time being, I'm going to fix the command window bug and you're going to let me know if you can verify the first few number keys work normally with just this plugin, and whether another specific one breaks them.
Edit: I've uploaded a version that corrects the window display bug. Let me know about the numbers. -
Hello!
It might just be me, but I installed the latest version of the jump height mod (1.1), and the plugin commands won't show up. I tried putting the code in a script command, and that didn't work either, and gave me an error.
Am I missing something?
Thank you. -
You're definitely not - I forgot that MZ not only changed the code for registering the plugin commands, but also requires you to list them in the plugin parameters.Am I missing something?
I fixed the version attached to the first post, and I'm gonna have to double check any other plugins with commands. -
@ZombieKidzRule I've updated the Keyboard Entry so that the cursor starts on OK. That way, if the user is just typing in the name, it's convenient to type then press Enter.
I also removed all of the plugin attachments from the posts throughout the thread, so they're in one place in the OP and there won't be any version confusion.
(as opposed to going back to the beginning of Advent, when there was virgin confusion) -
So, this took a little bit more work than I expected...but I determined the source of the "conflict" with keys 1 - 3.
needless story on the steps I took to troubleshoot thisI assumed it could be a problem with a skill, perhaps a plugin interacting with skills since 4 (attack) worked, but 1 - 3 (magic skills) didn't. But after disabling various plugins that are "skill adjacent" nothing seemed to fix it.
It seemed odd to me that 1 - 3 didn't work, but 4 did.
Out of curiosity I tried binding the skills to a different key, so I just picked random letters of the alphabet and bound them to those.
Sure enough, they worked!
Ah-ha! So it's not the skills that are the problem, it's the keys that are the problem.
My first assumption was...well, my keyboard's firmware sometimes does really funny things in the keybind menus on some games (like my left shift is specifically "RIGHT SHIFT", which is problematic for games that are not shift agnostic) so I thought maybe the keyboard firmware was doing funny things again.
But then it occurred to me, I have button common events.
The problem lies with button common events and having other functions already assigned to that key.
Since button common events can't be triggered in the battle scene, it didn't occur to me that those could be causing a problem.
Oh, and the weapons unleashed thing seems to work as intended. -
Thanks, @TheAM-Dol.
In that case - Battle Skill Buttons has been updated with compatibility for Yanfly's Weapon Unleash!
Assigning the Attack skill to a button will now automatically detect whether that actor's Attack has been replaced by a different skill and activate that instead. -
Hi! You are very kind for releasing these plugins :smile:
I have a suggestion for TUR_BattleSkillButton that would make it more similar to the Persona 5 UI and could fit my project.
Would it be possible to cast skills only if the actor has it?
And what if the buttons are the only way to input commands? So, disabling and hiding command and skill window.
"Attack" "Skill" "Guard" "Item" could be opened with a button, and only when selecting "Skill" you can input the Skill Buttons assigned to actors. You can also go back to chose another command.
Is this a change that could be made? :LZSproud:
Concept:
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eyy, did you find out how to do it yet?Hi! You are very kind for releasing these plugins :smile:
I have a suggestion for TUR_BattleSkillButton that would make it more similar to the Persona 5 UI and could fit my project.
Would it be possible to cast skills only if the actor has it?
And what if the buttons are the only way to input commands? So, disabling and hiding command and skill window.
"Attack" "Skill" "Guard" "Item" could be opened with a button, and only when selecting "Skill" you can input the Skill Buttons assigned to actors. You can also go back to chose another command.
Is this a change that could be made? :LZSproud:
Concept:
View attachment 318422 -
There is no "how to do it" - the plugin is not coded to do what @Angy1910 is asking about. It's written to make a button press activate the targeting process of a skill, not move between the window elements of a scene.eyy, did you find out how to do it yet?
The basic portion of parsing input to defined keypresses is there, but everything else would require completely new code to be written.
I won't say I'll never consider it as an add-on, but it's not a simple addition or something you can just find a way to manipulate on your own.