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hey, if i wanna use a scriptcall to check if a custom keybind is being pressed, what script would I use for that?

If your custom keyname is for example "keyname1", then you can use this to check if that key is pressed:

Input.isPressed("keyname1")

So you can add that to the script of a conditional branch to check when the key is pressed and do stuff.

For some reason I just can't seem to get it to work, I can't tell if it's a problem in the plugin parameters if theres something I'm missing

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Here is an example of say setting up the Spacebar for a custom key with the custom keyname of "space"

(make sure you are starting a fresh new game when testing too)

Yeah, I mean I got it to work for regular keys but the space is actually the problem, it works for xbox controller but not the space key, but honestly it's probably just compatibility issues with visustella core engine

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No custom inputs are working for the keyboard.

I just can't understand why it works 100% on the xbox controller but not the keyboard, it making my head spin

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I am trying to modify the plugin so it accepts both Z and Enter as ok. Can you help me? This is the default for rpg maker and I like it

I am really struggling to understand the code and how this works

With the way this plugin works, there is a limitation of only being able to bind one key to one function - so unfortunately, it can't support both Z and Enter as 'ok'.

Are you saying it's impossible to add this feature and to not bother trying to do it myself?

Yeah, I don't think it is possible without rewriting a lot of stuff. Check out this: https://forums.rpgmakerweb.com/index.php?threads/mano_inputconfig-gamepad-keyboa... I think I've seen it support multiple key inputs for the same function

Thanks a lot! I think this works perfectly

Hello,
Thank for your great job.
In restriction, you said that it's not compatible with blugin that bind common event to key. So I made one, it's only working in battle but can be edited to work on map too : https://pege-dev.itch.io/rmmz-trigger-common-event-alternative-version

Oh cool! Nice work! I'll add a link to this in the description for those who want to try it out.

Thanks, but it's small work compare to yours. Hope it will work in all project!

My plugin can now work for map event if you want to add it in your description.

Cool, done!

Is possible to add a option to adjust the window for non default screen res?

Looks strange

And hoe i can edit keyboard names? in left i put in in spanish but in right shows in english

I'll have a look into it.

Hello! I was wondering if you know how to add the input config option while using VisuStella's Options Core plugin.

After adding a new option to the relevant category, but for in the "process ok" section SceneManager.push(Scene_InputConfig) and it should open to the config menu. You'll have to fiddle around with the other parameters to change what text is displayed for the option etc

THANK YOU!!! I tried something very similar, but I put it in the wrong area. Thank you for taking the time to help!

Hey I found a bug in which when you reassign a button with a controller, the controller goes dead. Also when you assign further buttons with the controller it unassigns all controller inputs except for the one I just did which then unassigns itself when I try to redo all the inputs. 

I used a DualSense plugged in via USB, which works and works well until I redo the button inputs via the options menu in which it disables itself.

Thanks for letting me know! It should be fixed in the latest update.