Rikifive

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Hello everybody!
 
I'm looking for / I'd like to request an input script of some kind, that would allow me to use more keys on keyboard.
I tried Dekita's Heavily Optimized RGSS Input System, but there are bugs (random crashes) and it disables the ability to use gamepad at all.

In fact, this system is really great, but I don't think Dekita is supporting this anymore, since he's busy with MV. (That's why I didn't liked MV's release =P)

What I need:
> Ability to use more keyboard keys. Something like Input.trigger?:)K)
> Get rid of the default functions of 'F' keys (this is a little bit optional)
> Multiple (2) controller support with separate keys (I think it's nearly impossible, so focus on 'more keyboard keys')
 
I'd be really grateful, since having more keys is absolutely necessary for my game.
It is really important for me and I'd be really grateful for any help.
 
Thank you in advance.
 
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mlogan

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Never mind, stupid moment.
 
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Rikifive

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I had problems with that one as well (random crashes), but I'm going to remake my project, (cleaning not used scripts and such), so perhaps it will work properly now.

I liked working with this one, since it was simple to use, so I really hope it'll work, because the author is not accessible for some mysterious reason. =/

Thanks for suggestion. (=
 
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Rikifive

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The crashes were appearing, when I was holding an input during transition to battle ~ though the crashes were appearing quite randomly in random places like Game_Interpreter.

I'll take a closer look on it, since I think that was caused by some kind of incompatibility.

I'll clean up my script list by removing not necessary ones and I'll see what happens.
 
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MeowFace

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If it happens often in game_interpreter, that means is has something to do with either game_map/game_event/game_troop since these 3 classes are the one using the game_interpreter class. If you have scripts that uses/add interpreter to another class, you might want to check there too.
 

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I never had any crash issues with FyxInput, but I did have non-responding input issues, appearing randomly, no matter which scene I was in.


It seems to be hardware related, but I am not sure, since I never got to see any connection between the issues, aside from heavy HDD usage when they happened.


But aside from that, FyxInput is a very nice input system. It's not hard to work with it, if you only want to use the default input checks, because it works with the same methods (trigger?, press?, repeat?). Of course, there are many cool extras, but those are fully optional.


For your gamepad+keyboard issue, I have recently seen a gamepad script from LoneWolf, which got a handy method to check if a gamepad was plugged in or not. Using that check, you can configure your game for gamepads and for keyboard too.
 
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Rikifive

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I'm cleaning my script list with not necessary things (created new project and moving necessary stuff from old one), so I'll be able to take a closer look on it.
 
I agree, that this system is simple and nice. I really hope I'll not encounter that problem anymore.
 
As for gamepad+keyboard - that was on Dekita's system - to be honest I didn't tried plugging gamepad with FyxInput yet.
 
So... for now I'll be testing this and see what happens.
 
But besides this, there's still something, that I would love to have, but I heavily doubt something like that would be possible - I'd love to have possibility to use 2 gamepads (with separate keys of course). It could either be something like this:
 

#Gamepad 1Input.trigger?:)G1_A)Input.trigger?:)G1_LEFT)#Gamepad 2Input.trigger?:)G2_A)Input.trigger?:)G2_LEFT)Or just bind keyboard keys to gamepads like:

Z = G1_ALEFT = G1_LEFTE = G2_AA = G2_LEFTWould that be even possible? That would make me totally love RM. =3

Well at least hopefully I'll manage to use more keys on keyboard ~ that would be always something. =3
 

Sixth

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Everything is possible in coding, it's just a matter of finding a way to do it.


I'm not experienced with input scripts (or with any other API/dll using scripts), so I can't help you with that, unfortunately.


But if there is a way to check if a gamepad has been plugged in or not, there should also be a check available to see on which port is it plugged in.


Maybe LoneWolf's Gamepad script can already do that, I didn't check it, so make sure you do. :p
 

Rikifive

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Yeah, sadly it requires much more knowledge and effort. =/

I'm even following his thread, since I'm wondering about that one, since it sounds promising, though it looks complicated.

I'll give it a try and see what happens. =3

Thanks for help! (=
 

MeowFace

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I never had any crash issues with FyxInput, but I did have non-responding input issues, appearing randomly, no matter which scene I was in.

It seems to be hardware related, but I am not sure, since I never got to see any connection between the issues, aside from heavy HDD usage when they happened.
Probably because of how the script works?

The hooked dll enable the fyxinput script to run before the game dll, so it provides a perfect way to disable the F keys by hijacking the main input code before they gets to run. Unlike the other API code scripts that try to replace the Fkeys after the main code (those that randomly works and not working on a heart beat), FyxInput 100% blocks out the F keys.

But since the code is running before the default rgss input gets to run, there's a chance that the code runs too fast for the rgss to pick up the input and gets ignored. (In another word, fyxinput runs before rgss input and cancel them out before they gets to run)

The part that doesn't work well is the editor's RGSS input. eg, conditional branch default key check.

Default input script calls should still works because they are being replaced by fyxinput by the same method name. (need verification on this)

But if we directly use the script calls and key bindings from Fyxinput without using any of the default rgss input, all should work well.
 

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I used the script in some of my custom scripts in my project to replace all the default input checks and to let the players change the keybindings how they want anytime on a keyboard settings scene, and it blocks all kind of input checks when the issue I described happens, except the ones I originally disabled in FyxInput, which just makes it even more weird of an issue.


I only used the key bindings from FyxInput to check for inputs, no default stuffs are used at all.


It rarely happens, so not something a 5 minutes test-play could produce (unless you are very unlucky :D ), but it happens regardless, it is just a matter of time.


I was forced to use another basic input script because of this input block issue. Sadly that one can't disable Fxx keys, but it's better than randomly getting stuck in the game, right?
 

MeowFace

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If i remember correctly, I was using it to redirect the F12 keys to do screenshots, F1 to help manual scene,etc, and found it not working correctly as expected. Checked back in fyx's code and use the one provided there instead and everything works fine from there. Might have modified the script a little to suit my needs. Can't remember what i did, it's long long time ago. :p
 

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