This is an awesome plugin. Thank you for making it. I've been having a rather odd problem with mine. It was working fine and still mostly is. I changed the basic controls, added keys for inventory, skills, equips. I even added a few custom keys for common events. Unfortunately as soon as I added Visustella plugins. New common event keys I set wouldn't function. The old ones would but new ones won't. Ive tried moving this plugin to first and last but still new keys I set for common events. Don't function. I tested the common event assigned to the key on a map event and it functions but not when I press the button.
The Visustella plugins I'm using are
Core Plugin Battle Core Events Move Core Message Core Skills States Core Save Core Options Core Main Menu Core Items Equips Core Element Status Core Grid free doodads Enhanced TP Quest system Lighting Effects Party System Aggro Control Battle Grid Battle AI Enemy Levels State Tool tips Victory aftermath Visual State Effects Weapon Animations Ambience sounds Credit page Database Inherit Debugger Extra Enemy Drops Visual Fogs Visual Parallaxes Weapon Unleash
Not sure if it helps but in your plugin I have disable mouse controls as false and disable ui buttons as true.
Just thought I'd let you know and again. Thanks for making an awesome plugin :D
Hay, I love the plugin, but I'm having an issue. I'm trying to rebind the controller setting, but no matter what order I put the plugin, RPG Maker ignores my changes and even disables the A, B, X, Y, Ltrigger, and Rtrigger buttons. I did a test where I bound the directions to the buttons, but my changes were still ignored.
I am using a Game Onn Wired controller in case that helps.
Hi! I also recently tested this plugin, mostly to set the 'i' key to open the inventory. However, I also noticed that it affects gamepad behavior (tested with an Xbox Series controller), disabling the A, B, X, and Y buttons, as you mentioned, even when you remove the gamepad buttons in the plugin's parameters. Also I noticed that the button for advancing dialogue changes from A to Start with the plugin.
Can you send me a screenshot of the exact settings you're using (or, if possible, a project that has the bug)? I'm trying to reproduce the problem, but it's currently working on my end with the controllers that I own.
This may be a Steam issue where Steam is overwriting the controls. I tried playing a game but discovered my controller's custom keybindings were ignored. When I rebound them through Steam, they worked the way I wanted. Hope this helps.
Steam seems to be related. I tested the new version with a deployed project (Steam closed) and the overriding works perfectly. Also with the new version, in playtesting mode now the gamepad behaves just as if the puglin were disabled for me (No longer the advance dialogue button changes from A to Start)
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This is an awesome plugin. Thank you for making it.
I've been having a rather odd problem with mine. It was working fine and still mostly is. I changed the basic controls, added keys for inventory, skills, equips. I even added a few custom keys for common events.
Unfortunately as soon as I added Visustella plugins. New common event keys I set wouldn't function. The old ones would but new ones won't.
Ive tried moving this plugin to first and last but still new keys I set for common events. Don't function.
I tested the common event assigned to the key on a map event and it functions but not when I press the button.
The Visustella plugins I'm using are
Core Plugin
Battle Core
Events Move Core
Message Core
Skills States Core
Save Core
Options Core
Main Menu Core
Items Equips Core
Element Status Core
Grid free doodads
Enhanced TP
Quest system
Lighting Effects
Party System
Aggro Control
Battle Grid
Battle AI
Enemy Levels
State Tool tips
Victory aftermath
Visual State Effects
Weapon Animations
Ambience sounds
Credit page
Database Inherit
Debugger
Extra Enemy Drops
Visual Fogs
Visual Parallaxes
Weapon Unleash
Not sure if it helps but in your plugin I have disable mouse controls as false and disable ui buttons as true.
Just thought I'd let you know and again. Thanks for making an awesome plugin :D
This should work alongside the Visustella plugin collection right?
Yes, it should.
Hay, I love the plugin, but I'm having an issue. I'm trying to rebind the controller setting, but no matter what order I put the plugin, RPG Maker ignores my changes and even disables the A, B, X, Y, Ltrigger, and Rtrigger buttons.
I did a test where I bound the directions to the buttons, but my changes were still ignored.
I am using a Game Onn Wired controller in case that helps.
Hi! I also recently tested this plugin, mostly to set the 'i' key to open the inventory. However, I also noticed that it affects gamepad behavior (tested with an Xbox Series controller), disabling the A, B, X, and Y buttons, as you mentioned, even when you remove the gamepad buttons in the plugin's parameters. Also I noticed that the button for advancing dialogue changes from A to Start with the plugin.
Can you send me a screenshot of the exact settings you're using (or, if possible, a project that has the bug)? I'm trying to reproduce the problem, but it's currently working on my end with the controllers that I own.
Here is my plugin list and the current setup I have for the plugin.
This may be a Steam issue where Steam is overwriting the controls. I tried playing a game but discovered my controller's custom keybindings were ignored. When I rebound them through Steam, they worked the way I wanted. Hope this helps.
I've updated the plugin. I don't know if the update will fix your issue, but try it out and see what happens.
If it doesn't, then there might be a plugin compatibility issue (which I can't really fix, unless I have access to your project).
It's working!
Steam seems to be related. I tested the new version with a deployed project (Steam closed) and the overriding works perfectly. Also with the new version, in playtesting mode now the gamepad behaves just as if the puglin were disabled for me (No longer the advance dialogue button changes from A to Start)
Thanks reflector88!