Mano_InputConfig(Gamepad&keyboard config+WASD move/ButtonCommonEvent)

siguren

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Mano_InputConfig.js(ver.8.0.0)
Creator name

sigureya

Introduction
Mano_InputConfig is a key config/gamepad config plugin that is mainstream in the RPGmaker MV community in Japan.
Improvements have been added to work with RPG Maker MZ.
This plugin has the ability to call common events from a button.


In addition to the RPGmakerMV defaults, you can also control buttons added by other plugins.
Even if something goes wrong with the data, you can use the plug-in function to restore the default settings.


Features
WASD movement supported.
Add input with some buttons that don't work by default.
Prevents the situation where the player can't control the settings by messing with them.
A function that cancels the settings changed by this plug-in and returns it to the initial state.

gamepadConfig.jpg
keyconfig.jpg
How to Use

All you need to do is install the plugin to get the basic functionality.
If you want to utilize the buttons added by other plugins, you can write the symbols added by other plugins in extendSymbol6 to work together.
Warning: This is an advanced feature so if you don't know how to use it please post it in this thread and ask.

Demo
There is no demo.

Script/PluginCommand
There are no scripts or plugin commands.

Credit and Thanks
-sigureya
Terms:
MIT license
This plugin is free to use. There are no restrictions.

download
The latest version is on github.
github
github(raw)Update!


VisuMZ_1_OptiomsCore Support

If you have installed VisuMZ_1_OptiomsCore, please install the following plugins. Without this plugin, the settings screen cannot be opened.
Patch plugin
 
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cyelis1224

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Anyone had any luck with getting this to show up in the options menu when using the visuMZ_OptionsCore plugin? I can use a script event to make it open but it does not show up in the options list like it would if I wasn't using VisuStella's options plugin.
 

siguren

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Anyone had any luck with getting this to show up in the options menu when using the visuMZ_OptionsCore plugin? I can use a script event to make it open but it does not show up in the options list like it would if I wasn't using VisuStella's options plugin.

I'll do a survey, so please wait a week.
It may be slower depending on the work situation, but be sure to deal with it.
circumstances, but I will always respond.
(Since I am using a translator from Japan, I regularly break English. )
 
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cyelis1224

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Great! By the way, this plugin seems to work with the onscreen gamepad plugin I'm working on so it'll be a nice to be able to remap the onscreen controls using this plugin. Thanks a lot!
 

Chaos17

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I dislike to this but if you make a patch for visuMZ_OptionsCore plugin, you need to ask permission of @VisuStella to do it.

@cyelis1224 please in the future be mindful when a of VisuStella doesn't work with another (third party) plugin you want and do this troubleshooting first
 

cyelis1224

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I dislike to this but if you make a patch for visuMZ_OptionsCore plugin, you need to ask permission of @VisuStella to do it.

@cyelis1224 please in the future be mindful when a of VisuStella doesn't work with another (third party) plugin you want and do this troubleshooting first

I wasn't interested in patching the optionscore plugin to be honest, because if I did that then I wouldnt be able to share the patch per their terms of use, I dont have to ask permission to make changes to it, it's just that any changes I make I'm not allowed to share. I was more interested in if there was something that could be done in this Inputconfig plugin that would make it show up in the options menu, as its not bound to the same conditions as visuMZ is.

I can manually add it to the options list, I was just wondering if there was a way for Plugin Devs to add something to their code that automatically makes it show up in the menu. see GIF for example of it working if I add it manually.

FUs-BZc0y4-M.gif
 
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siguren

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I have finished researching how to set up to run on visuMZ_OptionsCore.
However, we need to find out if it is legal to expose a plugin parameter that works by copy and paste.
 

cyelis1224

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Yeah I had the same idea in mind, just put a little snippet they can paste into the options core to be able to access your menu in the options section in game.
 

siguren

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Yeah I had the same idea in mind, just put a little snippet they can paste into the options core to be able to access your menu in the options section in game.
The screenshots helped prove that it works depending on the plugin parameter changes.
Thank you.

I had a chance to talk with Archeia on Twitter, so I added the plugin parameters. No source code changes are required.
 

siguren

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Updated after a long time.
Some bugs have been fixed.
We also changed the screen layout.


Mandatory Added a function to prohibit saving even if the keyboard setting is changed when the specified symbol does not exist.
Also, even if the Madatory specification is entered, if the symbol is missing in the mapper, a process to invalidate the required specification has been added.
This is to make sure that the settings are correct when the settings are reset.
 
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GammaVector

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This plugin appears to have a function to bind a common event to a key, but I can't quite get it to work. Anybody got any idea what could be going wrong? I'm specifying the key in like...plaintext. Just "t" in the section of the plugin parameters where it asked for the key. Is that not correct?
 

siguren

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Some settings are required to make it work.
However, I wasn't sure how far this feature would be used, so I forgot to write the English manual.
Another reason is that it was unclear what "定期的に並列実行" was written in English.

To run it, call "callEvent" in the plugin command with a parallel execution common event.
The registered common event is called starting from the place where the plug-in command is called.

Also, reset the input settings.
 

siguren

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Updated the function to call common events.
It's easier to use than before.
 

Dr4G

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Hello, I came across your plugin and this is exactly what I was looking for. But I have a problem I explain myself. I use the visustella plugin at first everything worked perfectly but when I launch the game in new game mode or without any backup I have this error that appears.

Cannot read property 'clamp' of undefined

And in the console.
rmmz_managers.js:2030 TypeError: Cannot read property 'clamp' of undefined at Function.eval (eval at VisuMZ.<computed> (VisuMZ_1_OptionsCore.js:1), <anonymous>:8:40) at Function.ConfigManager.<computed> [as makeDataOptionsCore] (VisuMZ_1_OptionsCore.js:1129) at Function.ConfigManager.<computed> (VisuMZ_1_OptionsCore.js:1129) at Function.ConfigManager.<computed> (VisuMZ_1_SaveCore.js:1329) at Function.ConfigManager.<computed> (VisuMZ_2_AggroControlSystem.js:1130) at Function.ConfigManager.makeData (VisuMZ_2_BattleSystemATB.js:1914) at Function.ConfigManager.<computed> (VisuMZ_2_QuestSystem.js:2399) at Function.ConfigManager.<computed> (VisuMZ_3_ActSeqCamera.js:536) at Function.ConfigManager.makeData (Mano_InputConfig.js:1447) at Function.ConfigManager.save (rmmz_managers.js:484)


You can help me. Pls :)
 

siguren

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Apparently the problem is happening inside the visustella plugin.
I don't know what's going on, so please contact the creator of visustella.
Perhaps the data created by my plugin is considered a numeric type and clamp () is being called.
 

GammaVector

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Some settings are required to make it work.
However, I wasn't sure how far this feature would be used, so I forgot to write the English manual.
Another reason is that it was unclear what "定期的に並列実行" was written in English.

To run it, call "callEvent" in the plugin command with a parallel execution common event.
The registered common event is called starting from the place where the plug-in command is called.

Also, reset the input settings.

I'm sorry...I'm still having trouble with it.

I've got the plugin parameters set correctly, I think. The key shows up on the in-game remapping menu. (Though it's highlighted in red instead of green. Does that mean anything?) In the first line of the common event I want it to call, I have the plugin command "Call Event."

But nothing happens when the key is pressed. If I set the common event to parallel process, it just runs over and over and over again, whether I press the key or not. Same thing with autorun. And when I set it to "no trigger," then it won't run no matter what I do.20210416_110554-01.jpeg

This is how my testing common event is set up. Is it not correct?
 

siguren

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The keys added in the advanced settings are displayed in red.
We've updated the functionality to make it easier to call events.
Please download the plugin again and try again.
Plugin commands are no longer needed. Also, set the event to be called without a trigger.
 

GammaVector

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The keys added in the advanced settings are displayed in red.
We've updated the functionality to make it easier to call events.
Please download the plugin again and try again.
Plugin commands are no longer needed. Also, set the event to be called without a trigger.

Thank you so much! The new version works flawlessly!
 

flashdim

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Mine seems to be working great complete with the custom input from other plugins, but nothing seems to be saving or loading when the game restarts. I am using the Visustella Options core, and that seems set up okay.
Am I missing something? Should there be a controls file appearing somewhere as well that I can check?
 

siguren

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We will investigate, but please confirm the following points.
-Execution environment (MV / MZ)
-Is it possible to operate normally with Mano_InputConfig enabled while other plugins are disabled?

Also, there was a problem with the version that was uploaded a while ago.
The modified version has been uploaded to github, so please download it again.
 

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