Mano_InputConfig(Gamepad&keyboard config+WASD move)

siguren

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Mano_InputConfig.js(ver.4.0)
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.


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 PluginParameters
Since I had the opportunity to talk to Archeia on Twitter, I will add the plugin parameters.
When using with VisuMZ_1_OptionsCore, please describe the following contents in the plug-in parameter of OptisonsCore.
If you put it in text edit mode and copy it there, the two plugins will work together.
OptionsCategory >General>OptionsList>(newItem)
{"Symbol:str":"GamepadConfig","Icon:num":"245","TextStr:str":"Untitled","TextJS:func":"\"return 'GamePad setting';\"","Accessibility":"","ShowJS:func":"\"// Return Boolean\\nreturn Imported.Mano_InputConfig;\"","EnableJS:func":"\"// Return Boolean\\nreturn true;\"","ExtJS:func":"\"// Return Value\\nreturn 0;\"","Functions":"","DrawJS:func":"\"// Declare Constants\\n\\nconst symbol = arguments[0];\\nconst index = arguments[1];\\nconst title = this.commandName(index);\\nconst rect = this.itemLineRect(index);\\nconst quarterWidth = rect.width / 4;\\nconst halfWidth = rect.width / 2;\\nconst value = this.getConfigValue(symbol);\\n\\n// Draw Command Name\\nthis.resetFontSettings();\\nthis.changePaintOpacity(true);\\nthis.drawTextEx(title, rect.x, rect.y, halfWidth, \\\"left\\\");\"","ProcessOkJS:func":"\"// Declare Constants\\nMano_InputConfig.gotoGamepad();\"","CursorRightJS:func":"\"// Declare Constants\\nconst symbol = arguments[0];\\nconst value = this.getConfigValue(symbol);\\nconst lastValue = value;\\n\"","CursorLeftJS:func":"\"// Declare Constants\\nconst symbol = arguments[0];\\nconst value = this.getConfigValue(symbol);\\nconst lastValue = value;\"","Data":"","DefaultJS:func":"\"\"","SaveJS:func":"\"\"","LoadJS:func":"\"\""}
{"Symbol:str":"KeyboardConfig","Icon:num":"245","TextStr:str":"Untitled","TextJS:func":"\"return 'Keyboard setting';\"","Accessibility":"","ShowJS:func":"\"// Return Boolean\\nreturn Imported.Mano_InputConfig;\"","EnableJS:func":"\"// Return Boolean\\nreturn true;\"","ExtJS:func":"\"// Return Value\\nreturn 0;\"","Functions":"","DrawJS:func":"\"// Declare Constants\\n\\nconst symbol = arguments[0];\\nconst index = arguments[1];\\nconst title = this.commandName(index);\\nconst rect = this.itemLineRect(index);\\nconst quarterWidth = rect.width / 4;\\nconst halfWidth = rect.width / 2;\\nconst value = this.getConfigValue(symbol);\\n\\n// Draw Command Name\\nthis.resetFontSettings();\\nthis.changePaintOpacity(true);\\nthis.drawTextEx(title, rect.x, rect.y, halfWidth, \\\"left\\\");\"","ProcessOkJS:func":"\"// Declare Constants\\nMano_InputConfig.gotoKey();\"","CursorRightJS:func":"\"// Declare Constants\\nconst symbol = arguments[0];\\nconst value = this.getConfigValue(symbol);\\nconst lastValue = value;\\n\"","CursorLeftJS:func":"\"// Declare Constants\\nconst symbol = arguments[0];\\nconst value = this.getConfigValue(symbol);\\nconst lastValue = value;\"","Data":"","DefaultJS:func":"\"\"","SaveJS:func":"\"\"","LoadJS:func":"\"\""}
 
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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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