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This game is longer than the average Pokemon games. Based on the Pokemon Special Adventures Manga. With over 50 new Pokemon, 3 regions to explore, and an amazing soundtrack, immerse yourself as Silver, a boy who had his memories taken from him, who joins Team Rocket and goes on a journey to get back what was taken from him. Or find some other kind of dictonary lookup object, or store the strings in array :shrug: your pick.Release Trailer: Will be available at 9am PST Oct 9th.Īfter 8 years in the making, Pokemon Pyrite is at last complete. To make it better than a bunch of conditions though, of course you would want to be doing something like running a loop through an invisible list object off-screen to retrieve the string. For example:Īnd that translation logic could be as simple as: I made the mistake of using the string unfortunately as well looks like I'll have to change it to the integers.Īnd if you can't find an object that translates the integer to a string format (so that the damn thing doesn't say "none" for some keys), you may just have to define your own list. I'm just gonna hope its a bug in the object, since my game programming script is otherwise working correctly as I want it.Īre you talking about how some keys return as "none"? Yeah that's a bit of a glitch with the object, you want to return the keys as integers instead of strings. Though there is nothing I can do about this.
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Like, some keys are reversed, and like one key doesn't even display right. The only thing I don't get is the way the keys are defined.
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If anyone else has any ideas what I can do to have this similar set up besides the list object, that would be great. The other alternate being is to have that list off screen, AND disable perhaps. When I set the condition Always -> List Object -> Control -> Disable, that seemed to help a little, though it's probably not the best solution. I tried to always lose focus, but it didn't help much. The only thing I can think of to fix this is to set up a different key mapping script similar to this example, but which it does NOT use the list object. If you click on one of the control mappers in the list, the alterable values will get 'desynced' from what you are supposed to map. I'm just worried there could be some complications, or it is a forced list from top to bottom to configure the controls. I really like this set up in the attachment. Then they press a key to map, then go to select another key to map. Is it possible for me to change this set up so the control config is NOT in list order? Like, when the user goes into the key config menu screen, they have to highlight a specific button they want to map first. I'm kind of curious as to how this is set up. Do I need to use something like INI object, or some other file saving object so the user won't have to keep remapping the keys every time they load the game? Once these keys are set up, I've saved the key press values in the global object to stay through multiple frames. Likewise if the user has 'Arrow Up' for Up, then 'Left arrow' for left, then proceeded to the button for shooting or jumping, pressing 'Up Arrow' will NOT proceed. In other words, the key mapper should NOT proceed if the same key is pressed more than once. How do I detect same key presses with this? What I want to happen is if the user presses 'Arrow Up' for both up and down, I do NOT want to go to the next key map unless a new button is pressed. I actually made a revision/update of the users key mapping example to test controlling the player's movement. Although I have some questions and/or concerns relating to it. The Keyboard Object used in the example seems to go beyond the 4 button fire limit, so I gave that example a quick test run.
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However, the example MFA file that AndyBazooka posted is EXACTLY what I am looking for. Eventually I found this topic on the forum: I looked on Google for the answer, if anyone else had any similar trouble. So I looked to see if any other extensions could work for me. Unfortunately, the control options for the player are STILL limited up to Fire 4 buttons. So, I've done some experimenting, and researching for different types of ways to Map keyboard buttons.