Virtual Buttons and DPad

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Started by Aloe Guvner 229 posts Page 11 of 12 View original ↗
  1. Eliaquim said:
    Hi!
    The message and choice window are both on Scene_Map.
    But the character's name is on Scene_Name.
    Screenshot_2.png
    i think it not Scene_Map, already add it on plug in

    Edit : Nvm there a setting on plug sry hahaha
  2. I noticed a significant bug with the plugin. When I use the directional cross to move around and access the menu just after. Sometimes the character is continuously moving in one direction without me touching the screen or the directional pad. All the plugin are off except Aloe during the test.

  3. Aloe Guvner said:
    Not the way it is designed currently, unfortunately.

    I was trying to balance flexibility and power with trying to keep the parameters as simple as possible, so I decided to make the buttons customizable for each scene (Scene_Battle, Scene_Title, Scene_Equip, Scene_Map, Scene_Status, etc.), but I didn't include anything for sub-menus because the possibilities, especially with anybody's custom menu, became nearly endless :blush:

    Of course the buttons will work fine, but they would be there for the entire Scene_Battle, not just part of it.

    There is a way to have buttons only for certain windows, but it would require you to dive through the code and show/hide these buttons as appropriate.

    For example, in the battle, this part shows the item window:

    Code:
    Scene_Battle.prototype.commandItem = function() {
       this._itemWindow.refresh();
       this._itemWindow.show();
       this._itemWindow.activate();
    };

    You would need to add something to also show the buttons you have configured:

    Code:
    Scene_Battle.prototype.commandItem = function() {
       this._itemWindow.refresh();
       this._itemWindow.show();
       this._itemWindow.activate();
    
       this._keyButtons.up.show(); // <-- new
       this._keyButtons.down.show(); // <-- new
    };
    (Assuming you configured an "Up" and a "Down" button for the Scene_Battle)

    Then you'd have to do the same thing for any window you wanted to show those buttons, as well as hide the buttons when the window was hidden. It would take some work, but it's possible in the end.
    This plugin works great and makes all my dreams come true. However, I got a little bit stuck on one specific thing. I have a button that I want to remove when I click formation in my menu. I also want to add a button when I click formation on my menu.

    There is no formation scene. There isn't even a formation window in rpg maker. Formation is just part the status menu window so I can't use a specific scene with the plugin parameters. I was trying to use the _keyButtons.up.show and _keyButtons.up.hide but I am getting nowhere.

    Please help someone!
  4. why can't the button be placed outside the black screen of the game screen?
  5. can you please telle me how to download the plugin when i click download it take me to a text page
  6. Right-click on the Download button and choose Save Link As. Don't change the name - just navigate to your project's js/plugins folder and save it in there.
  7. Shaz said:
    Right-click on the Download button and choose Save Link As. Don't change the name - just navigate to your project's js/plugins folder and save it in there.
    Thanks for the quick answer
  8. Hi, I have a problem with this plugin.
    It works great except for one little detail.
    I am using the "EnemyBook" plugin (included in RPG Maker MV) and when I open the "Bestiary" of my project, the pad and buttons disappear.
    I have seen that it is necessary to specify in which "Scene_" the pad and buttons appear, but I do not know that "Scene_" is that of the Bestiary.
    I have tried "Scene_EnemyBook" but when trying to open the game, I get an error message.

    Somebody could help me?
    Thank you!

    P.S.: The problem has already been solved.
    It wasn't this plugin's fault, it was something from the other plugin.
    Sorry.
  9. i use this plugins can do a keyboard button as whell.
    Is this ALOE_VirtualButtons can do a virtual mouse click?
    how to set the "key button settings", if i want to simulation a mouse middle click \ right click \ left click?
  10. Is there any way to have an in-battle button disappear at certain times (Such as at the end of battle or right at the start)? Asking cause I'm using Yanfly's Victory Aftermath plugin and the button I'm using for a back button stays on top of the aftermath screen.
    Spoiler
    1630978727874.png
    (Figured it wasn't worth making a whole new thread for this)
  11. Cuprite said:
    Is there any way to have an in-battle button disappear at certain times (Such as at the end of battle or right at the start)? Asking cause I'm using Yanfly's Victory Aftermath plugin and the button I'm using for a back button stays on top of the aftermath screen.
    Spoiler
    View attachment 200635
    (Figured it wasn't worth making a whole new thread for this)
    Update: I figured out a way of fixing the problem myself. I decided to use DreamX's Victory Aftermath Extension to trigger a common event that just has the plugin command to remove the virtual button and that seems to work pretty much flawlessly.
  12. Cuprite said:
    Update: I figured out a way of fixing the problem myself. I decided to use DreamX's Victory Aftermath Extension to trigger a common event that just has the plugin command to remove the virtual button and that seems to work pretty much flawlessly.
    Can confirm this works. I did the exact same thing.
  13. How do I make the buttons appear only on specific map?
    Ex: Say I have map A,B and C with mapid 1,2, and 3.
    I want a custom button to appear only on map 2.

    Using Scene_Map and hide/show plugin command provided by the plugin, the button appears on all Maps.

    Update: Found a way!!
  14. andy123 said:
    How do I make the buttons appear only on specific map?
    Ex: Say I have map A,B and C with mapid 1,2, and 3.
    I want a custom button to appear only on map 2.

    Using Scene_Map and hide/show plugin command provided by the plugin, the button appears on all Maps.


    Update: Found a way!!


    soooo how you do it? @andy123 ?
  15. Raggon said:
    soooo how you do it? @andy123 ?
    I ended up using NRPTransfercommonevent plugin but realized the buttons still show up after various scene_map thing too, so not gonna use this plugin. Gonna stick with galv screen buttons, plugin.
  16. Hi, you will probably be tired of the myriad of problems due to installing the plug-in but I have read the whole trend and have not found anything to solve my problem.

    I installed the plugin, I just inserted the image in the pad and when I go to play nothing is shown, what am I wrong?

    I use version 1.6.1 of prg maker mv

    1633479658118.png1633480299947.png1633479891548.png
  17. josephdevelops said:
    Can confirm this works. I did the exact same thing.
    Hello friend, I have setup Input code: "ok" in Key button setting but when chatting with NPC, press ok key, it doesn't skip chat message window, but it keeps chatting continuously.

    can u help me, please!!!!!!!!!!!!!!
  18. This is probably because you are hiding the buttons during dialogue. When your button disappears, you automatically touch the screen, which causes the dialogue to progress. something like that.
    vanchinhvnn said:
    Hello friend, I have setup Input code: "ok" in Key button setting but when chatting with NPC, press ok key, it doesn't skip chat message window, but it keeps chatting continuously.

    can u help me, please!!!!!!!!!!!!!!
  19. Aloe Guvner said:
    Update!

    New feature added where you can now run your own Javascript code when a button is pressed!
    How can i use dash button for my game ?
  20. ray_stride07 said:
    How can i use dash button for my game ?
    Just attach the dash button keyboard to a button image on the plugin parameters.