The RPG Maker Resource Kit

RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: vgvgf on April 15, 2009, 03:44:07 AM

Title: AWorks Input Module
Post by: vgvgf on April 15, 2009, 03:44:07 AM
AWorks Input Module
Version: 3.00
Author: AWorks(vgvgf)
Date: 26/01/2009(Day/Month/Year)

Description

This script simulates the RGSS module "Input". It is not the original module, but it has all the original module functions and some new.

Version History

Features


Planned Features

Script & Demo

ADemo XP.rar (http://www.fileden.com/files/2007/2/10/757733/RPGM/AWorks/ADemo%20XP.rar)
ADemo XP.zip (http://www.fileden.com/files/2007/2/10/757733/RPGM/AWorks/ADemo%20XP.zip)
AWorks Script Pack.rar (http://www.fileden.com/files/2007/2/10/757733/RPGM/AWorks/AWorks%20Script%20Pack.rar)
AWorks Script Pack.zip (http://www.fileden.com/files/2007/2/10/757733/RPGM/AWorks/AWorks%20Script%20Pack.zip)

Instructions

Instalation
Place the DLL provied in your game project. Add the "ALibrary" script in a new section before "Main", followed by the script "AIM" and "AKM". If you want to add mouse support to the Input module add the script "AIM M", and it is highly recommended to add the compability patch "AIM PXP".

Special Thanks


Notes

Credits

I would like to be credited if you use my script.
Title: Re: AWorks Input Module
Post by: ashillion on June 01, 2009, 11:01:05 PM
so.....

how do i add keys?
how do i activate keys?
how do i use this other than put it in...lol
Title: Re: AWorks Input Module
Post by: vgvgf on June 04, 2009, 09:45:33 PM
All keyboard + mouse keys are listed in the Keys module. For seeing if for example the key G is pressed, do:
Code: [Select]
if Input.press?(Keys::G)
  [...]
end

Quote
how do i add keys?
Well, I don't understand what "add keys" exactly means. If you want, for example to make some action to be called by a key trigger, it depends on the action you want to call.
Quote
how do i activate keys?
Pressing the keys in the keyboard? Or what do you mean?
Quote
how do i use this other than put it in...lol
If you don't know scripting this may be a bit difficult to implement, but it shouldn't be really complicated. Also, using this script for something depends totaly in what you want to do. For example, if you want to make the player to run when pressing the F key, you had add to the method update from Game_Player for example:
Code: [Select]
if Input.press?(Keys::F)
  @move_speed = 5
else
  @move_speed = 4
end
If you want to make for example a Monster book scene when pressing the key M, you had to add to somewhere in Scene_Map:
Code: [Select]
if Input.trigger?(Keys::M)
  $scene = Scene_MonsterBook.new
end
So it totaly depesn on what do you want to do. If you explain me a bit what do you want, I will try to help you.

Title: Re: AWorks Input Module
Post by: game_guy on June 09, 2009, 04:54:16 AM
wheres your Name Input, Number Input, and Password Input add on?
Title: Re: AWorks Input Module
Post by: vgvgf on June 15, 2009, 03:46:05 AM
wheres your Name Input, Number Input, and Password Input add on?
That's another script, my Write script. I still have to improve it, but first I want to work on my ARGSS library project, as it will improve lots of things and I want to finish it first before advancing with my other scripts.
Title: Re: AWorks Input Module
Post by: masterxuln on January 12, 2010, 04:03:48 PM
Sorry for necroposting, but I have a question.  Does this script support controllers by any chance?  Or, is it possible to add support for them?  I'm currently trying to make a game that makes use of several controllers but I don't know how to take input from more than one controller at a time.  Alright, thanks.
Title: Sorry,but I have a question about mouse input.
Post by: selavy_rrose on July 14, 2010, 01:40:22 PM
How is it possible to activate mouse input for the whole game, from menu selection, to directional movement? Thank you.