Questions about key bindings and other stuff.

JareX

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Hi everyone. I'm and old RPG maker user.

I was used to work with rpg maker 2003 and I was able to do a custom menu, with custom battle mode, made several different engines for puzzles, skills like find secret passages, picklocks, persuasion, Karma system, etc.

Actually I enjoy using RPG maker more for constructing this type of things rather than telling a story (thats why I never finished my game despite having an enourmous amount of engines a cools  stuff, but poor story :(   )

Well, now to the point:

I decided to move to Ace because 2003 its just too old, and doesnt work properly on 64 bits systems. So scripting is something new and daunting for me. But more than that I just enjoy using events, switches and variables. So I will try to avoid using scripts when possible.

Anyways... I'm trying to make the same thing I did on the 2003 but with the ACE maker. And I see ACE has a greater potential because of the flexibility of the scripts and several stuff. But when it comes to event related things I think it lags behind its predecesor. It's more clunky and with less options, and I'm having problems with the following features:

A) Asign Keys / key binding:

  1. The new key binding is very limited. I can only select few keys.
  2. The biggest problem is that it only gives a true/false response if the key is pressed or hold but not trigger, in rpg 2003 was the option to choose between hold or trigger but in ace is only hold. This is giving me a headache because I'm trying to implement a menu, and when navegain through the options if I press up or down it will go up or down very very fast, making navegation difficult. This happens because the event continues to be true while holding the key, thus going over and over my events. I can bypass this by putting another conditional switch in a paralell action, but is farfetche'd and clunky. And If I had problem making a simple scroll down menu I can not imagine the problems I will have when I start making the custom battle mode.
  3. Also I noticed that if you press f1 you can reasign the keys (very limited again). I notice that C is for acept, B is for menu or cancel and A is for running. ¿what are the other functions? X, Z, L, R



... I will continue with my questions later since I had to leave while posting this...

thanks for your answers.
 

Andar

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1) yes, because it's simulating the controls of a gamepad.


There are scripts on the master script list for full keyboard access, but most people don't need them.


2) make a search for button press - only the event commands are programmed in a way that they check if the button is pressed in that frame - I remember that there is a script command that works with hold buttons by default, it's just not accessible as an event command directly (sorry, I don't remember it exactly at the moment)


3) the other keys are unused by default, allowing you to assign them to whatever function you want to call by a button.
 

JareX

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2) make a search for button press - only the event commands are programmed in a way that they check if the button is pressed in that frame - I remember that there is a script command that works with hold buttons by default, it's just not accessible as an event command directly (sorry, I don't remember it exactly at the moment)
Yes, I tested some custom keyboard scripts that comes with the trigger option. Example:  Keyboard.trigger?:)kSPACE)  or Keyboard.press:)kSPACE)

If I use "press" I obtain the same result as in the default command.

If I use "trigger" the problem is solved, but it's replaced by another problem: when pressin up or down, 1 out of 3 or 4 times the command won't happen, making navegation laggy and unpredictable.

So, if you were to create your own menu, with a list, for example some items like "healing potion" "mana potion" "revive" and "antidote"

You create an image for that and an image for the cursor that is currently selecting the choice.

then create events and a variable called "selected slot". if that variable is 1 then healing potion is selected, if the variable is 2 then mana potion is selected... and so on.

then another event with conditional branches, if variable "selected slot" is 1 then show cursor on X,Y position (just beside healing potion). ... and so on.

then another event that have conditional branches. if variable "selected slot" is 1 then (another condition): if buton down is press then change value of variable "selected slot" to 2 and call for the event that shows the cursor (mentiones above). after that another condition this time if variable "selected slot" is 2, with another condition "if button down is pressed" then change value of variable "selected slot to 3.... and so on.

the result of this is the problem I mentioned, the arrow will just go through the list insanely fast, and even if you tap the arrow it will move 2 or 3 options.

¿How would you solve this?

======================

Thankyou very much for your help. :)

 pd: My english is not perfect since my native language is spanish, sorry for that.
 
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