- Joined
- May 21, 2017
- Messages
- 15
- Reaction score
- 28
- First Language
- Japanese
- Primarily Uses
- RMMV
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.
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)
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)
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.
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)
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":"\"\""}
Last edited: