[RGSS3] Input Simulator

Zalerinian

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Input Simulator v1.0.0 - February 13th, 2014

Introduction

The Input Simulator script allows a developer to send specific key presses to the game, effectively simulating a keypress from the player.

Features

- Send input from any key on the keyboard (Designed for the US qwerty keyboard)

How to Use

This script is plug-n-play

Demo

No demo is currently available for this script.

Script

Get the script here.

FAQ

N/A

Credit and Thanks

- Credit is option, but appreciated. However, do not claim you wrote this.

- Credit Zalerinian if you wish.

Author’s Notes

Known Issues:

There is currently no way to determine the player’s key bindings as set through the menu in F1. The Keyboard Manager allows you to setup a specific key layout, which can be used with the simulator.
 

Engr. Adiktuzmiko

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oh... forcing keypress, might be useful
 

Wyrelade

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Really useful script for dev's. :)

thanks! :)
 

Zalerinian

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Would it by any chance affect the gamepad as well?
Unfortunately no, I haven't added gamepad support. I am half working on a gamepad system (I have a lot of thing I'm supposed to be finishing) that I may be able to release and then support with this, but for the time being this is only on the keyboard.
 

KanaX

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What's your policy on commercial use? :)
 

Zalerinian

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I hadn't noticed I left that out of the original post, but it is free for commercial use.
 

KanaX

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jbtwist

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There is a way to do this at MV?
 

Kes

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@jbtwist This forum is only for Ace scripts. If you want something for MV please post a new thread in JS Plugin Requests. You can give a link back to this script to help explain what you want.
 

Zalerinian

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There is a way to do this at MV?
It is possible to do it in MV, but you'll need a custom plugin, which I have no intention of making myself. Since MV's input system is publicly viewable and directly modifiable, making a plugin for MV should be even easier than it was in Ace.
 

jbtwist

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It is possible to do it in MV, but you'll need a custom plugin, which I have no intention of making myself. Since MV's input system is publicly viewable and directly modifiable, making a plugin for MV should be even easier than it was in Ace.
I've been searching through mv core files and ive found what you mean, my problem is i cant do plugins yet due i dont know how to (wanna start learning on summer) ty, you helped me more than you think just telling me i could find those methods on core files :)
 

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