Controller Input Spam w/ Yanfly's Message Backlog

CapitalAkito

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So I've just added controller support to my project with Quxios' QInput Plugin and while I was testing out the Message Backlog (I changed the input for the message backlog to 'tab' and the tab key in the QInput plugin to 'Y' on the controller), I noticed that the input was being spammed when I just pressed the 'Y' button normally causing the backlog to open and close at a ridiculous rate. In my original project, if 'Y' is held for a while, the game would crash, but in the reproduction (video below) of the problem it does not. Is there anyway that I can get it to where it only registers the input once per button press?

Here are all of the plugins I used:
https://mega.nz/#!SDogBYhI!mEfcGENWTAZrdciV5oUvTLwinVk-sDroi3WjMP6WlLs

This is what happens when I press 'Y' on the controller.
 

standardplayer

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Alright, I think no one is helping because there's just not enough info.
It would be better to do a screenshot of your plugin list rather than making us download them.

I've looked over the QInputs plugin, are you using an event to check for this button press somehow?
For example, for the shift key, checking for input below would be like this:
Repeated button happens with Input.isPressed('shift')
Single button firing happens with Input.isTriggered('shift')

Looking through the plugin help file, it does seem like you need to set up events for this to work

*Edit* I also did look over the JS to check real quick, it does support both Input.isPressed and Input.isTriggered, so the support is there

*Edit2* Also, let me be more clear about Input.isPressed vs Input.isTriggered
.isPressed will keep firing from when the button is pressed, to when it is released
.isTriggered will only fire once when pressed, and you must release before it accepts more input (i.e., it doesn't auto-repeat)
 
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CapitalAkito

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Alright, I think no one is helping because there's just not enough info.
It would be better to do a screenshot of your plugin list rather than making us download them.

I've looked over the QInputs plugin, are you using an event to check for this button press somehow?
For example, for the shift key, checking for input below would be like this:
Repeated button happens with Input.isPressed('shift')
Single button firing happens with Input.isTriggered('shift')

Looking through the plugin help file, it does seem like you need to set up events for this to work

*Edit* I also did look over the JS to check real quick, it does support both Input.isPressed and Input.isTriggered, so the support is there

*Edit2* Also, let me be more clear about Input.isPressed vs Input.isTriggered
.isPressed will keep firing from when the button is pressed, to when it is released
.isTriggered will only fire once when pressed, and you must release before it accepts more input (i.e., it doesn't auto-repeat)
I'm not using any events. Do you know how I would be able to use an event to make sure that the button I want to use to bring up the message backlog is using Input.isTriggered?
 

standardplayer

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I made a small adjustment to one function in this separate plugin.
The problem was in the Yanfly Message Backlog, where Input was being cleared on update. It was properly set to .isTriggered, but a call to Input.clear() was actually cancelling that out.
Put this below the other plugins
 

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CapitalAkito

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I made a small adjustment to one function in this separate plugin.
The problem was in the Yanfly Message Backlog, where Input was being cleared on update. It was properly set to .isTriggered, but a call to Input.clear() was actually cancelling that out.
Put this below the other plugins
This works perfectly for keyboard, but with a controller pressing the same button to close the backlog seems to only reopen it without closing it at all.
 

standardplayer

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I just tested with a controller, it's not repeating for me, and I have a fresh project with all of the same plugins you originally posted
EDIT: What version of RPG Maker MV are you currently using?
 

CapitalAkito

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I just tested with a controller, it's not repeating for me, and I have a fresh project with all of the same plugins you originally posted
EDIT: What version of RPG Maker MV are you currently using?
Version 1.6.2
 

standardplayer

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I can't really imagine what it is, then. Like I said, I tested with a controller, too, and it's not repeating for me. I'm also using default settings for all the plugins, I didn't adjust them, I just wrote the mini-plugin and put it under everything else.
 

CapitalAkito

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I can't really imagine what it is, then. Like I said, I tested with a controller, too, and it's not repeating for me. I'm also using default settings for all the plugins, I didn't adjust them, I just wrote the mini-plugin and put it under everything else.
What order did you put the plugins in?
 

standardplayer

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pluginorder.png

Also, I just tried getting rid of Community_Basic, and it actually caused the error you mentioned, where the button on the controller would open but not close it.
I didn't mention it because I pretty much never, ever get rid of the community basic plugin. Try adding that in if it isn't in your list.
 

CapitalAkito

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View attachment 133464

Also, I just tried getting rid of Community_Basic, and it actually caused the error you mentioned, where the button on the controller would open but not close it.
I didn't mention it because I pretty much never, ever get rid of the community basic plugin. Try adding that in if it isn't in your list.
I've started a new project with the Community_Basic plugin included and arranged the plugins in the order you did, but it's still doing it.
 

standardplayer

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I don't know what else to do, then. It works perfectly on my system, I hope someone else can shed some light on this bc I'm kind of stumped. Sorry I couldn't help :/
 

CapitalAkito

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I don't know what else to do, then. It works perfectly on my system, I hope someone else can shed some light on this bc I'm kind of stumped. Sorry I couldn't help :/
I see. Thanks for all of the help!
 

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