Difference between revisions of "Input Configurations"
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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: <code>gamepads.ini</code>, and <code>keyboard.ini</code> | 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: <code>gamepads.ini</code>, and <code>keyboard.ini</code> | ||
Revision as of 03:59, 13 September 2019
Warning! | The information detailed on this page may not be in the present available build, and may only be available in an upcoming build! Therefore, all information here is to be considered volatile and could change or be removed without notice. |
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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. |
not_mapped
|
This button/key isn't mapped to any action. You can use this if you want the button to be in the configuration file so you don't forget about it later in case you wish to map an action to it. |
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. This is an example of an XBOX Controller configuration, followed by a PS4 Controller configuration (on Windows)
[none_XInput STANDARD GAMEPAD] gp_face_up="throw_toggle" gp_face_left="attack_toggle" gp_face_right="attack,cancel" gp_face_bottom="attack,ok,talk" ... ... [4c05cc09000000000000504944564944_Sony DualShock 4] gp_face_up="throw_toggle" gp_face_left="attack_toggle" gp_face_right="attack,cancel" gp_face_bottom="attack,ok,talk" ... ...
The format for each controller section 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.
Remember that keys do not have do be in any specific order, they can just be in the sections below their controllers.
XInput Strings
The following is a table of strings to be used only with XINPUT devices, such as XBOX Controllers.
You can try to use them with DirectInput devices, but the results are unknown.
XInput String | Description |
---|---|
gp_face_bottom
|
The bottom button on the face of the controller. On XBOX Controllers, it is the Green A button. On PS,
it is the cross. On Switch, it is the B button. |
gp_face_right
|
The right button on the face of the controller. On XBOX Controllers, it is the Red B button. On PS, it is the circle. On Switch, it is the A button. |
gp_face_left
|
The left button on the face of the controller. On XBOX Controllers, it is the Blue X button. On PS, it is the square. On Switch, it is the Y button. |
I'll format the rest of these later. _______________________________________________________________________________
gp_face_top - The top button on the face of the controller. On XBOX Controllers, it is the Yellow Y button. On PS, it is the triangle. On Switch, it is the X button.
_______________________________________________________________________________
gp_shoulder_l1 - The front left bumper button on the controller. On XBOX Controllers, it is the LB button. On PS, it is L1. On Switch, it is L.
_______________________________________________________________________________
gp_shoulder_l2 - The rear left bumper trigger on the controller. On XBOX Controllers, it is the LT button. On PS, it is L2. On Switch, it is ZL.
_______________________________________________________________________________
gp_shoulder_r1 - The front right bumper button on the controller. On XBOX Controllers, it is the RB button. On PS, it is R1. On Switch, it is R.
_______________________________________________________________________________
gp_shoulder_r2 - The rear right bumper trigger on the controller. On XBOX Controllers, it is the RT button. On PS, it is R2. On Switch, it is ZR.
_______________________________________________________________________________
gp_plus - The start button on an XBOX controller, Options on the PS4 controller, and Plus on the Switch controller.
_______________________________________________________________________________
gp_minus - The back button on an XBOX controller, Touchpad button on the PS4 controller, and Minus on Switch.
_______________________________________________________________________________
gp_l3 - The button when you press the left analog stick.
_______________________________________________________________________________
gp_r3 - The button when you press the right analog stick.
_______________________________________________________________________________
gp_dpad_up - The directional pad on the controller. gp_dpad_right gp_dpad_bottom gp_dpad_left
_______________________________________________________________________________
gp_lstick_up - The left analog stick. Please note that the game only gp_lstick_down supports 8 movement directions, so precise movement is gp_lstick_left not possible with the analog stick. gp_lstick_right
_______________________________________________________________________________
gp_rstick_up - The right analog stick. gp_rstick_down gp_rstick_left gp_rstick_right