Input Configurations

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Revision as of 00:45, 14 September 2019 by Roxy (talk | contribs) (→‎XInput Strings)
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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.

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.

Shield Cat does not work with Playstation 3 controllers.

Please do not attempt to use a Playstation 3 controller with the game, or submit bug reports about them. Your report will be deleted.

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

dir_up_right

dir_up

dir_up_left

dir_left

dir_down_left

dir_down

dir_down_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

ability2

ability3

ability4

ability5

ability6

ability7

ability8

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

This page is a stub. Roxy will probably come along later and add more to it.

DirectInput Strings

This page is a stub. Roxy will probably come along later and add more to it.

Keyboard Strings

You can use any letter from a-z as well as any number between 0-9 to represent the letters and numbers on the keyboard. Please note that the letters must always be lowercase.

In addition to these, you can use the following strings for special keyboard keys:

 left
 right
 up
 down
 enter
 space
 shift
 control
 alt
 backspace
 tab
 home
 end
 delete
 insert
 pageup
 pagedown
 pause
 printscreen
 f1-f12
 numpad0-numpad9
 multiply
 divide
 add
 subtract
 decimal

DirectInput Strings