On Tue, Oct 02, 2012 at 05:17:55AM +1300, Ralph Versteegen wrote: > On 2 October 2012 04:55, James Paige <[email protected]> wrote: > > For a while I have been wanting a script trigger for when a menu is > > opened, but I haven't implemented it because I have some doubts about > > how it should work. > > > > Should it be a global script trigger for when the user presses the > > button that opens the main menu? > > Yes, but it should of course have a little be more context than that: > it should only be called when ESC would open the main menu. > > I've long wanted an editor to customise the game controls a little. > One idea (actually think this needs some changes): > > Cancel button 1: Alt > Cancel button 2: Esc > Cancel button 3: None > Menu button 1: Alt > Menu button 2: Esc > Menu button 3: None > Menu action: either 'Open Menu X' or 'Run script Y' or Nothing > Use button 1: Ctrl > Use button 2: Space > Use button 3: Enter > NPC use action: 'Activate NPC' or 'Run Script X' (or 'Open Menu Y'?) > > Of course the whole thing doesn't need to be implemented at once; just > the menu action would be a good start.
Ah, yes. One thing I want to give special consideration to when we think about key customization is future platform support. When we have an iOS and Android port, there will need to be a floating control overlay, like Emulators on those systems use. If we plan our key-customization right, we can know which buttons need to be in the floating overlay. This also reminds me of the http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_improved_joystick_support And has me thinking about how to handle input in a future OUYA port (since I think user-input is the only way in which an OUYA version would have to differ from an Android version) But for now, I can just make a simple "Menu Action" customization. > > This is my main purpose for wanting the > > feature, so people can override the menu without also having to override > > other normal user controls in an onk-keypress script > > > > Or... should it be a menu-specific trigger which can run before a menu > > is opened in any way. This is more flexible, and could be used for other > > purposes besides my main objective, but it adds a lot of complications: > > > > Should it be a before-menu script? and instead-of-menu script? A script > > run simultaneously with the opening of the script? Each of those choices > > has different repercussions for how the script trigger would interact > > with menus depending on whether or not the menu allows scripts and > > gameplay to proceed. > > I think instead-of-menu doesn't make sense since it seems it would > only be useful for overriding the main menu, and assumably would > prevent the menu from being openable at all. Well, I was thinking it would pass in the ID number of the menu that would have been opened, so the script could open it with a call to "open menu" similar to how you can use the "instead of battle" script together with "fight formation"... but that whole plan is a little clumsy. > I think a script to be run simultaneously with opening the menu would > be a great feature. I would disable that option if the menu does not > allow scripts to run. That seems sensible. > > Any opinions? Right now I am leaning towards the simple global trigger > > option. So now I am leaning towards first a Menu Action script, and then later a separate on-menu script. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
