Ever wanted to actively monitor the player's input and reflect it in the game?
Well, now you can because I went way too far down the rabbit hole trying to figure it out.
What is Active Remote?
Active Remote is a utility plugin that helps you to determine what type of input the player is using and store that information into a few Game Variables. This means that the player can plug a new remote in while they are playing and start using it immediately and you can snatch up that information. In my testing I actually tried this a couple ways with a wired 360 Controller and a Switch Pro Controller.
Active Remote will store the following information into Variables of your choice:
- Gamepad ID (a text string that gives the full ID of the Gamepad)
- Manufacturer ID (a simplified text string with the controller's 1st party manufacturer)
- Time Stamp (a number value used to determine when the most recent input was, might be useful to someone)
Active Remote also provides the option to track whether or not the player is using a Gamepad in the form of a Game Switch.
You can also opt out of using any of these by setting their value to 0.
How you use that information is completely up to you. You can use \v[ID] to post them in a Message, slap them into Conditional Branches, go nuts. If you find a cool use for this other than button prompts, please let me know.
Also, because I know someone will ask:
To use a text string for a Variable in a Conditional Branch you just set it to Script and enter the text in quotations. For Example: "Xbox"
Author's Notes and Compatibility
There
shouldn't be any issues with anything as this doesn't change the way anything works, it is just getting and storing data, not altering it. However, I'm not that great with JavaScript and I'm sure that there are better ways to do this. If you have alternative methods or suggestions, please let me know as there was surprisingly little about this subject that I could find. The entire plugin was developed because most of the methods for tracking input in RPG Maker MZ were based on the index of the Gamepad and would not be correct if multiple controllers were plugged in. I opted to use Game Variables and Switches because I figured that it would be easier for newer users to utilize through Event Code (and probably myself).
I've tested this in a blank project, a project with a ton of the VisuStella stuff (including paid stuff), and a project with DKInput. There were no issues found.
This should work with MV, I think, maybe.
Terms of Use
- Free for use in both non-commercial and commercial games.
- You may repost and edit this plugin, but if you make it better or cooler, please, please let me know so I can use yours.
- Credit to me (Zael) is appreciated, but not required.
Special Thanks
Special Thanks to Caethyril and ATT_Turan for their ideas and support.
Changelog
Version 1.1
- Cleaned up code, added Parameters, removed console logging, added Help.
Version 1.0
- Added Switches and Variables.
Version 0.9
- Finished the basics of the plugin.
本贴来自国际rpgmaker官方论坛作者:Zael处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/active-remote-input-monitoring-utility.167384/