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Mano Input Config - Mano_InputConfig.js

Plugin desc : ゲームの操作に関する機能をまとめて管理します。

License : MIT License

Author : しぐれん(https://github.com/Sigureya/RPGmakerMV)

Website : https://github.com/Sigureya/RPGmakerMZ/blob/master/Mano_InputConfig.js

Desc page : https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/Mano_InputConfig.js

Download Page : https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/Mano_InputConfig.js

File name : Mano_InputConfig.js

Help of plugin :

* @plugindesc ゲームの操作に関する機能をまとめて管理します。
 * ユーザーによる拡張も支援します。
 * @author しぐれん(https://github.com/Sigureya/RPGmakerMV)
 * @url https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/Mano_InputConfig.js
 * 
 * @target MZ
 * @orderAfter VisuMZ_1_OptionsCore
 * @orderAfter MOG_TitleSplashScreen
 * 
 * @command GetButtonName
 * @text GetButton/ボタン名の取得
 * @desc 指定した操作がどのボタンにあるかを返します。
 * Returns which button has the specified action.
 * @arg symbol
 * @type select
 * @option ok(決定)
 * @value ok
 * @option cancel(取り消し)
 * @value cancel
 * @option shift(ダッシュ)
 * @value shift
 * @option menu(メニュー)
 * @value menu
 * @option pageup(前)
 * @value pageup
 * @option pagedown(次)
 * @value pagedown
 * @default ok
 * 
 * @arg nameVariable
 * @text ボタン名称/buttonName
 * @desc ボタン名称を受け取る変数です。
 * Variable to store the result.
 * @type variable
 * @default 0

 * @command GetButtonNameEX
 * @text GetButtonEX/ボタン名の取得
 * @desc 指定した操作がどのボタンにあるかを返します。
 * Returns which button has the specified action.
 * @arg symbol
 * @desc アクションのシンボル
 * 
 * @arg nameVariable
 * @desc ボタン名称を受け取る変数です。
 * Variable to store the result.
 * @type variable
 * @default 0
* 
 * @command IsKeyboardValid
 * @desc キーボードの設定が正しい場合、指定スイッチをONにします。
 * @arg switchId
 * @type switch
 * @default 0
 * @desc 結果を保存するスイッチ
 * Where to save the results
 * 
 * @command GamepadScene
 * @text GamepadScene/ゲームパッド設定を開く
 * @desc ゲームパッド設定のシーンを開きます。
 * Open the gamepad settings scene.
 * 
 * @command KeyboardScene
 * @text KeyboardScene/キーボード設定を開く
 * @desc キーボード設定のシーンを開きます。
 * Open the keyboard settings scene.
 * 
 * @param color
 * @text 色設定/ColorSetting
 * @type struct<ColorManager>
 * @default {"normal":"#880000","mandatory":"#22e488","move":"#22e488"}
 * 
 * @param basicOk
 * @text 決定/ok
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"決定¥",¥"en¥":¥"OK¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicCancel
 * @text 取り消し/cancle
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"キャンセル¥",¥"en¥":¥"cancel¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicShift
 * @text ダッシュ/dash
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"ダッシュ¥",¥"en¥":¥"dash¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicMenu
 * @text メニュー/menu
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"メニュー¥",¥"en¥":¥"menu¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicEscape
 * @text メニュー(2)/menu(2)
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"メニュー/キャンセル¥",¥"en¥":¥"menu/cancel¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicPageup
 * @text 次/next
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"次¥",¥"en¥":¥"next¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * @param basicPagedown
 * @text 前/prev
 * @type struct<BasicSymbol>
 * @default {"mandatory":"true","name":"{¥"jp¥":¥"前¥",¥"en¥":¥"prev¥"}","keyText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}","helpText":"{¥"jp¥":¥"¥",¥"en¥":¥"¥"}"}
 * 
 * 
 * 
 * @param mapperDelete
 * @text 設定を消去/delete
 * @type struct<MultiLangString>
 * @default {"en":"delete","jp":"設定を消去"}
 * 
 * 
 * @param extendsMapper
 * @desc ボタンイベント・追加の入力設定の登録
 * Registration of button events and additional input settings
 * @text 入力拡張/inputExtension
 * @type struct<InputDefine>[]
 * @default []
 * 
 * @param eventList
 * @desc コモンイベントの呼び出し設定(簡単版)
 * Registration of button events and additional input settings
 * @text コモンイベント/CommonEvent
 * @type struct<EventDefine>[]
 * @default []
 * 
 * @param GamepadIsNotConnectedText
 * @text 未接続/GamepadIsNotConnected
 * @desc ゲームパッドが接続されていない場合の文章です。
 * This is the text when the gamepad is not connected.
 * @type struct<MultiLangNote>
 * @default {"jp":"¥"ゲームパッドが接続されていません¥¥nボタンを押して再度試してください¥"","en":"¥"The gamepad is not connected.¥¥nPress the button and try again.¥""}
 * 
 * @param needButtonDetouchText
 * @text ボタンから手を放すように促すメッセージ
 * @desc キーコンフィグはボタンから手を離さない限り終了しません。
 * 手を放すように促すメッセージを設定します。
 * @type struct<MultiLangNote>
 * @default {"jp":"¥"コンフィグを終了するために、¥¥nボタンから手を放してください。¥"","en":"¥"Release the button to exit the config.¥""}
 * 
 * 
 * 
 * @param saveCommand
 * @text 設定の保存/SaveSetting
 * @type struct<MultiLangString>
 * @default {"en":"seve setting","jp":"設定を保存"}
 * 
 * @param saveValidTest
 * @text 設定検証/Validating the Configuration
 * @desc 入力設定の不備がある場合、保存を禁止。
 * If the input settings are incomplete, save is prohibited.
 * @type boolean
 * @default true
 * 
 * @param saveCommandWidth
 * @text 幅/width
 * @type number
 * @default 4
 * @parent saveCommand
 * 
 * @param saveDescription
 * @text 説明文/Description
 * @type struct<MultiLangString>
 * @default {"en":"seve setting","jp":"設定を保存"}
 * @parent saveCommand
 * 
 * 
 * @param resetCommand
 * @type struct<MultiLangString>
 * @default {"en":"reset","jp":"初期設定に戻す"}
 * 
 * @param resetWidth
 * @type number
 * @default 4
 * @parent resetCommand
 * 
 * @param resetDescription
 * @type struct<MultiLangString>
 * @default {"en":"reset","jp":"初期設定に戻します。"}
 * @parent resetCommand
 * 
 * 
 * @param WASDCommand
 * @type struct<MultiLangString>
 * @default {"en":"WASD","jp":"WASD"}

 * @param WASDwidth
 * @text WASD Command Width
 * @type number
 * @default 3
 * @parent WASDCommand
 * 
 * @param WASDhelp
 * @type struct<MultiLangString>
 * @default {"en":"seve setting","jp":"WASDのキーで移動できるようにします。"}
 * @parent WASDCommand
 *  
 * @param changeKeyLayoutCommand
 * @text キー配置/KeyLayout
 * @type struct<MultiLangString>
 * @default {"jp":"キー配置","en":"Key Layout"}
 * 
 * @param changeKeyLayoutCommandWidth
 * @type number
 * @default 4
 * @parent changeKeyLayoutCommand
 * 
 * 
 * 
 * @param exitCommand
 * @text やめる/exit
 * @type struct<MultiLangString>
 * @default {"en":"exit","jp":"やめる"}
 * 
 * @param exitWidth
 * @type number
 * @default 4
 * @parent exitCommand

 * @param exitHelp
 * @text 説明文
 * @type struct<MultiLangString>
 * @default {"en":"exit","jp":"変更を保存せずにやめる"}
 * @parent exitCommand

* 
 * @param gamepadConfigCommandText
 * @desc ゲームパッドコンフィグを開くコマンドの名前です
 * @type struct<MultiLangString>
 * @default {"en":"gamepad config","jp":"ゲームパッドコンフィグ"}
 * 
 * @param keyConfigCommandText
 * @desc キーコンフィグを開くコマンドの名前です
 * @type struct<MultiLangString>
 * @default {"en":"keyboard config","jp":"キーコンフィグ"}
 * 
 * @param gamepadSceneBackground
 * @type file
 * @dir img/titles1/
 * 
 * @param keySceneBackground
 * @type file
 * @dir img/titles1/
 * 
 * @param SettingsForYEP_OptionsCore
 * @type struct<DisguiseAsYEP>
 * @default {"gamepad":"true","Keyboard":"true"}
 * 
 * @help
 * ※日本語テキストは下の方にあるのでスクロールしてください
 * 
 *  Loads the settings at game startup as initial values.
 * Detects input changes regardless of where the plugin is installed.
 * It is OK even if the button is modified by another plug-in.
 *
 * The config data set by this plug-in is recorded in the file.
 * If you install a new plugin,
 * Please reset the config with "Reset to default" after starting the game.
 *
 * ■ What to do if strange characters such as "? KEY: Symbol" are displayed
 * Occurs because the input added by another plugin is unknown.
 * If the above display is displayed,
 * It can be handled by adding an element to extendsMapper.
 * 1. Add an element
 * 2. Try either of the following AB methods.
 * Copy the character corresponding to A: KEY and paste it into Key Setting.
 * B: Copy the characters corresponding to Symbol and paste them into symbol.
 * Be careful not to confuse the case.
 * 
 * ■ What to do if a display like unknow: XXXX appears
 * The following causes are possible.
 * -Symbols were set after the game started (after Scene_Boot)
 * -Initialization process was not performed correctly
 * It may be improved by moving this plugin down.
 * 
 * ■ Button operation diffusion function
 * If the operation is set by another plugin,
 * May be set on only one of the gamepad / keyboard.
 * In such a case, you can operate it from others by setting it in extendsMapper.
 * For example, suppose that the operation is set when you press only T on the keyboard.
 * If you want to set the operation for the buttons on the gamepad in this state, set as follows.
 * Key setting: T
 * Pad button: (any button number)
 * By doing this, this plugin will read the behavior set for T on the keyboard and
 * Set so that the same function can be used with the buttons on the gamepad.
 * The same is true for the opposite.
 *
 * If the operation is set on both the keyboard and the gamepad,
 * Determine which one to prioritize in the overwrite setting.
 * When using manual symbol settings (for advanced users)
 * Ignore the priority settings and use the contents set manually.
 * 
 * ■ Common event call button
 * extendsMapper has an item called "Events".
 * If you set an event here, the event will be called when the button is pressed.
 * You can use it to create a function to open the map when you press the button.
 * 
 * ■All functions can be used without eval ()
 * There are no items in this plugin that use eval ().
 * If you're writing a JavaScript expression for use with eval (),
 * you're wrong.
 * 
 * ■ If you want to control the transition with a script
 * Used when modifying other plugins or switching scenes directly with a script.
 * SceneManager.push (Mano_InputConfig.Scene_GamepadConfig); // Gamepad Config
 * SceneManager.push (Mano_InputConfig.Scene_KeyConfig); // Keyboard config
 * You can now move to the specified scene.

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