HOW TO MAKE CUSTOM CONTROLS

Posts

Pages: 1
hello im new to rpgmaker.net

i wanted to make a custom control
like a key on the keyboard

was gonna make it where hen your press m [or other key) something will happen in the game.

i wanted t make it where when you press m the player's graphic changes to riding a horse (since i can't make them actually do so)
I am going to assume you are using RPG Maker VX or VX Ace as they use scripts to do things like that. I know Hime and Neon Black have scripts that allow you to use a keyboard and set keys up to do things, however, you will need scripting knowledge and sadly I cannot help with that.
author=BlackWolf1992
I am going to assume you are using RPG Maker VX or VX Ace as they use scripts to do things like that. I know Hime and Neon Black have scripts that allow you to use a keyboard and set keys up to do things, however, you will need scripting knowledge and sadly I cannot help with that.


yeah its ok, im using rpgmaker vx ace
i don't have any knowledge of scripting been trying to learn though.

thanks for trying to help :)
Ah, yeah. Scripting is a pain. I tried to learn and still cannot understand it. However, you are welcome. :)
pianotm
The TM is for Totally Magical.
32388
Kaylin
yeah its ok, im using rpgmaker vx ace
i don't have any knowledge of scripting been trying to learn though.

thanks for trying to help :)

No, you don't have to script. The scripts already exist. You just have to copy and paste them into your scripts. They come with adjustable variables that the non-scripter can use.

EDIT: Anyway, if you're comfortable with the current control setup and just want to add keys, this can be done on page four of a conditional branch. If you want to entirely change controls, it can be done with eventing, but it would be much easier to do it with a script. I'm looking for Yanfly's version for you now. If you don't want to use Yanfly, my next recommendation is to see if Yami has made something. Victor Sant's system is also good, except you need scripting knowledge to get his scripts working right.

While I'm looking, here's a collection of script calls. These have various different effects on your game. Use them by using the script call command on the last page of your event window.

https://rpgmaker.net/scripts/464/
https://rpgmaker.net/scripts/465/
https://rpgmaker.net/scripts/466/
https://rpgmaker.net/scripts/467/

Yanfly scripts require the Yanfly Engine Core to use. https://rpgmaker.net/scripts/55/
This Yanfly script binds keys to common events.
https://rpgmaker.net/scripts/156/

That collection of script calls will include calls that help you change the control setup, and with the command binding script, that should be all you need to change the controls of the game.

Marrend
Guardian of the Description Thread
21806
In this case, I think it might be possible to do something like...

$game_player.set_graphic(filename, index) if Input.trigger?(:M)

...that, with "filename" being the name of the graphic (an extension is probably not required, so, it might look something like "Mounted", or what-have-you) of the character(s) on horseback, and "index" being the index of the graphic, as the system can take a "sheet" of graphics as an acceptable format.

However, I'm more than a little uncertain about the precise value to pass into the Input.trigger function in this case, or if this is some kind of switch-function where players press the same button to mount and dismount, and thus, would need an additional process to check if they are mounted, and revert to the original graphic if they are.


*Edit: I tested this out a bit with "Vehicle" as the filename, with an index of 1. However, I got it to work with Input.trigger?(:X). Which is more of a virtual button-press than a specific key on the keyboard that's being pressed. However, I would like to think this is, at least, a step in the right direction!
Pages: 1