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Or you could instal my plugin and set the configuration to add this script in the options menu to true. Be aware that my plugin also changes the appearance of the options and set control menus and that you'll still need this plugin installed for it to work. I only added the steps mentioned by FL to add the option in my script.
Is there any way to make the plugin open in the options instead of the pause menu in version v21.1? I tried to make the adjustments I saw in the discussions but they didn't work
Is there any way to make the plugin open in the options instead of the pause menu in version v21.1? I tried to make the adjustments I saw in the discussions but they didn't work
My Options Screen and Language Options plugins have those adjustments added and they both have a v21+ version. Try to see if any of them work for you. The Language Options only adds the adjustments, I think, so it may be easier for you to compare what is wrong.
My Options Screen and Language Options plugins have those adjustments added and they both have a v21+ version. Try to see if any of them work for you. The Language Options only adds the adjustments, I think, so it may be easier for you to compare what is wrong.
Thank you very much, I just added your options plugin and it worked correctly,
I use the quick save and delta speed up plugin, which use aux1 and aux2, I'm trying to make the control script recognize the changes, but it's causing conflict, if I put it to change, even though I don't change it in the game, the plugins stop working. work. I'm studying and examining what I can do, but that's just an additional thing, it's not even important hahahah
Edit: I found what it was, in the control script there was already a Q and a W being used, these two come as AUX1 and AUX2 as standard, but they were being used to scroll up and I hadn't noticed XD
Hi not regarding your Plugin but regarding controls, do you know if there is a way to check via script new keybinds mapped via the F1 standard functionality in Essentials 21.1? By standard the Action key is the Z let's say I change that to the letter Q, is there a way via script to get that Q is the keybind for Input::ACTION?
Hi not regarding your Plugin but regarding controls, do you know if there is a way to check via script new keybinds mapped via the F1 standard functionality in Essentials 21.1? By standard the Action key is the Z let's say I change that to the letter Q, is there a way via script to get that Q is the keybind for Input::ACTION?
Hey, thanks a lot for this, it works perfectly and I've successfully added a couple of extra AUX inputs. I have a couple of questions though. First, how could I change it so instead of the controls scene showing each array of buttons as text, it shows their icons? I've got some fancy controller/keyboard icons and I'd like to replace the text with them. I know you can use <icon = XXX> but I think it is not as easy as that (maybe it is?).
Also, I'd like to limit the player to only bind two keyboard keys and one gamepad key. MAX_KEYS_PER_ACTION limits the whole number of bindings, but I cannot limit keys and gamepad separatedly. Is there any way to achieve this, or is it too complex to bother?
Hey, thanks a lot for this, it works perfectly and I've successfully added a couple of extra AUX inputs. I have a couple of questions though. First, how could I change it so instead of the controls scene showing each array of buttons as text, it shows their icons? I've got some fancy controller/keyboard icons and I'd like to replace the text with them. I know you can use <icon = XXX> but I think it is not as easy as that (maybe it is?).
Also, I'd like to limit the player to only bind two keyboard keys and one gamepad key. MAX_KEYS_PER_ACTION limits the whole number of bindings, but I cannot limit keys and gamepad separatedly. Is there any way to achieve this, or is it too complex to bother?
keyboard_limit = 2
button_limit = 1
keyboard_count = @action_handler[@index].keyboard_key_count
button_count = @action_handler[@index].gamepad_button_count
if new_input>0
if @action_handler[@index].size > @reading_key_index
keyboard_count-=1 if ActionData.keyboard_key?(@action_handler[@index].control_array[@reading_key_index].key_code)
button_count-=1 if !ActionData.keyboard_key?(@action_handler[@index].control_array[@reading_key_index].key_code)
end
keyboard_count+=1 if ActionData.keyboard_key?(new_input)
button_count+=1 if !ActionData.keyboard_key?(new_input)
end
if keyboard_count > keyboard_limit
pbMessage(_INTL("You can't add more than {1} keyboard keys to an action!",keyboard_limit))
elsif button_count > button_limit
pbMessage(_INTL("You can't add more than {1} gamepad buttons to an action!",button_limit))
else
@action_handler.clear_keys_with_input(new_input)
@action_handler.set_key(new_input, @index, @reading_key_index)
end
keyboard_limit = 2
button_limit = 1
keyboard_count = @action_handler[@index].keyboard_key_count
button_count = @action_handler[@index].gamepad_button_count
if new_input>0
if @action_handler[@index].size > @reading_key_index
keyboard_count-=1 if ActionData.keyboard_key?(@action_handler[@index].control_array[@reading_key_index].key_code)
button_count-=1 if !ActionData.keyboard_key?(@action_handler[@index].control_array[@reading_key_index].key_code)
end
keyboard_count+=1 if ActionData.keyboard_key?(new_input)
button_count+=1 if !ActionData.keyboard_key?(new_input)
end
if keyboard_count > keyboard_limit
pbMessage(_INTL("You can't add more than {1} keyboard keys to an action!",keyboard_limit))
elsif button_count > button_limit
pbMessage(_INTL("You can't add more than {1} gamepad buttons to an action!",button_limit))
else
@action_handler.clear_keys_with_input(new_input)
@action_handler.set_key(new_input, @index, @reading_key_index)
end
Wow thank you so much for this, it is exactly what I wanted, it works great! Just a little detail, right now, by default, some controls have a single key and a single controller button (which is fine). When I add a second key, it shows after the controller button, and I want to always show keys together, then the button. How can I make this?
Wow thank you so much for this, it is exactly what I wanted, it works great! Just a little detail, right now, by default, some controls have a single key and a single controller button (which is fine). When I add a second key, it shows after the controller button, and I want to always show keys together, then the button. How can I make this?
Thank you so much, it works perfectly! Sorry for being picky but since I'm creating an UI for this, I'd love to keep the 2 keys 1 button structure, and I was wondering if it'd be possible to fill the array with blanks when there are less inputs binded. Also, when you try to change or add any input, the action menu that opens up has no windowskin, how can I make it match its windowskin with the rest?
Edit: Nevermind I found that the windowskin problem was related to my modded pause menu, I've made it so you open the controls menu from the options and it is now fixed. I'd still love to have the ability to always have the icons in the correct positions though
Thank you so much, it works perfectly! Sorry for being picky but since I'm creating an UI for this, I'd love to keep the 2 keys 1 button structure, and I was wondering if it'd be possible to fill the array with blanks when there are less inputs binded.
Before line animatedBitmap = @image_hash[control.key_name] || @image_hash["?"] add line current_x = [current_x, width+rect.x + 80].max if SetControls::AUTO_SORT && control.key_code >= Input::GAMEPAD_OFFSET. I put the distance as 80, change if you wish so.
Before line animatedBitmap = @image_hash[control.key_name] || @image_hash["?"] add line current_x = [current_x, width+rect.x + 80].max if SetControls::AUTO_SORT && control.key_code >= Input::GAMEPAD_OFFSET. I put the distance as 80, change if you wish so.
Sorry to bother again, but I think that because of all of these modifications, now SetControls.key_array("Cancel")[0] crashes the game, I tested it on a random NPC:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.8]
Script error in event 16 (coords 9,5), map 11 (Piso de Reynolds)
Exception: LocalJumpError
Message: no block given (yield)
Sorry to bother again, but I think that because of all of these modifications, now SetControls.key_array("Cancel")[0] crashes the game, I tested it on a random NPC:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.8]
Script error in event 16 (coords 9,5), map 11 (Piso de Reynolds)
Exception: LocalJumpError
Message: no block given (yield)
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