Difference between revisions of "Input Configurations"
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The key or gamepad button will be on the left, while the action will be on the right in quotation marks. Below I have detailed all the game's actions, as well as all the possible keys and gamepad values you can use. | The key or gamepad button will be on the left, while the action will be on the right in quotation marks. Below I have detailed all the game's actions, as well as all the possible keys and gamepad values you can use. | ||
+ | |||
+ | == Game Actions == | ||
+ | Everything you can do in the game is considered an "action." Such actions can be "attack" "move left" etc. They are detailed below. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !Action String | ||
+ | !Description | ||
+ | |- | ||
+ | !<code>attack</code> | ||
+ | |Pressing makes Lance spin. Holding will cause Lance to prepare a throw/ability, and releasing will cause Lance to throw the item or use the ability. | ||
+ | |- | ||
+ | !<code>pause</code> | ||
+ | |Pauses the game | ||
+ | |- | ||
+ | !<code>talk</code> | ||
+ | |Talk to NPCs, investigate signs and other objects. | ||
+ | |- | ||
+ | !<code>ok</code> | ||
+ | |Accept button for menus, dialogue boxes, etc. When held, speeds up text in dialogue boxes. | ||
+ | |- | ||
+ | !<code>cancel</code> | ||
+ | |Cancel button for menus, dialogues, etc. Pressing this will skip ahead in a dialogue. | ||
+ | |- | ||
+ | !<code>map_screen</code> | ||
+ | |Opens up the map | ||
+ | |- | ||
+ | !<code>throw_toggle</code> | ||
+ | |Otherwise known as <b>Auto Ability.</b> Press once and Lance will prepare to use an ability. Pressing again will cause Lance to use the ability. If you press <code>"attack"</code> while <code>throw_toggle</code> is on, Lance will use the ability, and <code>throw_toggle</code> will be cancelled. | ||
+ | |- | ||
+ | !<code>attack_toggle</code> | ||
+ | |Otherwise known as <b>Auto Spin</b>. Press once and Lance will begin to spin, automatically picking up speed. Press again and Lance will begin to slow down. Pressing <code>attack</code> or <code>throw_toggle</code> will cancel out <code>attack_toggle</code> | ||
+ | |- | ||
+ | !<code>dir_right</code> | ||
+ | <code>dir_up_right</code> | ||
+ | |||
+ | <code>dir_up</code> | ||
+ | |||
+ | <code>dir_up_left</code> | ||
+ | |||
+ | <code>dir_left</code> | ||
+ | |||
+ | <code>dir_down_left</code> | ||
+ | |||
+ | <code>dir_down</code> | ||
+ | |||
+ | <code>dir_down_right</code> | ||
+ | |Make Lance go in different directions, choose different items on menus, pick between options in question boxes, etc. (Please note that analog movement is not possible in this game. | ||
+ | |- | ||
+ | !<code>ability_bumper_l</code> | ||
+ | |Changes to the previous ability in your available abilities. | ||
+ | |- | ||
+ | !<code>ability_bumper_r</code> | ||
+ | |Changes to the next ability from your list of abilities. | ||
+ | |- | ||
+ | !<code>ability_wheel</code> | ||
+ | |Opens up a wheel-style menu with your available abilities on it. Using one of the directions will pick an ability. | ||
+ | |- | ||
+ | !<code>ability1</code> | ||
+ | <code>ability2</code> | ||
+ | |||
+ | <code>ability3</code> | ||
+ | |||
+ | <code>ability4</code> | ||
+ | |||
+ | <code>ability5</code> | ||
+ | |||
+ | <code>ability6</code> | ||
+ | |||
+ | <code>ability7</code> | ||
+ | |||
+ | <code>ability8</code> | ||
+ | |Direct shortcuts to Lance's various abilities. | ||
+ | |} | ||
+ | |||
+ | When assigning abilities to a key or gamepad button, you can combine them. For instance, if you want the "Q" key to make Lance attack, talk, and press ok, then you can do the following: | ||
+ | |||
+ | Q="attack,talk,ok" | ||
+ | |||
+ | IMPORTANT: You MUST put all action keywords in lower case, or the game will not read them! | ||
+ | |||
+ | == gamepad.ini == | ||
+ | The following details various strings and what they represent on a gamepad. Please note that there are different values for XInput and DirectInput devices, and using one set of values on the other may result in unpredictable results. | ||
+ | |||
+ | The game will attempt to automatically map actions to the controller, but some controllers will have to be mapped manually. The game will let you know if this is the case. | ||
+ | |||
+ | In additon to these, you can set the vibration like this: | ||
+ | |||
+ | <code>gp_vibration_allowed=100</code> | ||
+ | |||
+ | It is a value between <code>0</code> and <code>100</code>, where 0 is no vibration, and 100 is full. | ||
+ | |||
+ | Please note that ANY connected controller set up to receive vibration will vibrate. If you find this undesirable, you can either disable vibration on that controller, or simply disconnect it from your computer. | ||
+ | |||
+ | Each controller configuration has its own section. They're like this: | ||
+ | {| class="wikitable" | ||
+ | |[none_XInput STANDARD GAMEPAD] | ||
+ | gp_face_bottom="attack,ok,talk" | ||
+ | |||
+ | ... | ||
+ | |||
+ | ... | ||
+ | |||
+ | |||
+ | [7e050720000000000000504944564944_Wireless Gamepad] | ||
+ | |||
+ | gp_b0="attack,ok,talk" | ||
+ | |||
+ | ... | ||
+ | |||
+ | ... | ||
+ | |} | ||
+ | The format is GUID_Description. There will be a long number if it is a DirectInput device (which is the GUID) or it will say "none_" if there is no GUID. | ||
+ | |||
+ | === XInput Strings === | ||
+ | The following is a table of strings to be used <b>only</b> with XINPUT devices, such as XBOX Controllers. | ||
+ | |||
+ | |||
[[Category:Technical Info]] | [[Category:Technical Info]] |
Revision as of 03:34, 11 September 2019
In Shield Cat, it is possible to set whatever kind of actions you like to whatever kind of buttons/keyboard controls you like. To facilitate this, there are two files: gamepads.ini
, and keyboard.ini
It is important to note that, when changing these files, the entries can be in any order, and the game may rearrange the order randomly. Do not worry about making the ini files neat!
When assigning keys or gamepad values, the format goes as follows:
For keys: | T="pause"
|
---|---|
For Gamepads: | gp_plus="pause"
|
The key or gamepad button will be on the left, while the action will be on the right in quotation marks. Below I have detailed all the game's actions, as well as all the possible keys and gamepad values you can use.
Game Actions
Everything you can do in the game is considered an "action." Such actions can be "attack" "move left" etc. They are detailed below.
Action String | Description |
---|---|
attack
|
Pressing makes Lance spin. Holding will cause Lance to prepare a throw/ability, and releasing will cause Lance to throw the item or use the ability. |
pause
|
Pauses the game |
talk
|
Talk to NPCs, investigate signs and other objects. |
ok
|
Accept button for menus, dialogue boxes, etc. When held, speeds up text in dialogue boxes. |
cancel
|
Cancel button for menus, dialogues, etc. Pressing this will skip ahead in a dialogue. |
map_screen
|
Opens up the map |
throw_toggle
|
Otherwise known as Auto Ability. Press once and Lance will prepare to use an ability. Pressing again will cause Lance to use the ability. If you press "attack" while throw_toggle is on, Lance will use the ability, and throw_toggle will be cancelled.
|
attack_toggle
|
Otherwise known as Auto Spin. Press once and Lance will begin to spin, automatically picking up speed. Press again and Lance will begin to slow down. Pressing attack or throw_toggle will cancel out attack_toggle
|
dir_right
|
Make Lance go in different directions, choose different items on menus, pick between options in question boxes, etc. (Please note that analog movement is not possible in this game. |
ability_bumper_l
|
Changes to the previous ability in your available abilities. |
ability_bumper_r
|
Changes to the next ability from your list of abilities. |
ability_wheel
|
Opens up a wheel-style menu with your available abilities on it. Using one of the directions will pick an ability. |
ability1
|
Direct shortcuts to Lance's various abilities. |
When assigning abilities to a key or gamepad button, you can combine them. For instance, if you want the "Q" key to make Lance attack, talk, and press ok, then you can do the following:
Q="attack,talk,ok"
IMPORTANT: You MUST put all action keywords in lower case, or the game will not read them!
gamepad.ini
The following details various strings and what they represent on a gamepad. Please note that there are different values for XInput and DirectInput devices, and using one set of values on the other may result in unpredictable results.
The game will attempt to automatically map actions to the controller, but some controllers will have to be mapped manually. The game will let you know if this is the case.
In additon to these, you can set the vibration like this:
gp_vibration_allowed=100
It is a value between 0
and 100
, where 0 is no vibration, and 100 is full.
Please note that ANY connected controller set up to receive vibration will vibrate. If you find this undesirable, you can either disable vibration on that controller, or simply disconnect it from your computer.
Each controller configuration has its own section. They're like this:
[none_XInput STANDARD GAMEPAD]
gp_face_bottom="attack,ok,talk" ... ...
gp_b0="attack,ok,talk" ... ... |
The format is GUID_Description. There will be a long number if it is a DirectInput device (which is the GUID) or it will say "none_" if there is no GUID.
XInput Strings
The following is a table of strings to be used only with XINPUT devices, such as XBOX Controllers.