Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- if true # << Make true to use this script, false to disable.
- #===============================================================================
- #
- # ☆ $D13x - Key Menu
- # -- Author : Dekita
- # -- Version : 1.0
- # -- Level : Easy / Normal
- # -- Requires : $D13x Core v 1.3+
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:Key_Menu]=true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 28/o3/2o13 - Finished,
- # 27/o3/2o13 - Started
- #
- #===============================================================================
- # ☆ Introduction
- #-------------------------------------------------------------------------------
- # This script allows the use of other keys to trigger various scenes,
- # Such as 'M' Key triggering the menu, 'S' Key Triggering the Status Screen,
- # 'I' key Triggering Items. ect..
- # And of course allows easy removal of the default Menu calling key.
- #
- #===============================================================================
- # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- #===============================================================================
- # 1. You MUST give credit to "Dekita" !!
- # 2. You are NOT allowed to repost this script.(or modified versions)
- # 3. You are NOT allowed to convert this script.
- # 4. You are NOT allowed to use this script for Commercial games.
- # 5. ENJOY!
- #
- # "FINE PRINT"
- # By using this script you hereby agree to the above terms and conditions,
- # if any violation of the above terms occurs "legal action" may be taken.
- # Not understanding the above terms and conditions does NOT mean that
- # they do not apply to you.
- # If you wish to discuss the terms and conditions in further detail you can
- # contact me at http://dekitarpg.wordpress.com/
- #
- #===============================================================================
- # ☆ Instructions
- #-------------------------------------------------------------------------------
- # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
- #
- #===============================================================================
- # ☆ HELP
- #-------------------------------------------------------------------------------
- # Heres a list of :key_symbols
- #
- # Letters
- # :A, :B, :C, :D, :E, :F, :G, :H, :I, :J, :K, :L, :M, :N, :O, :P, :Q, :R
- # :S, :T, :U, :V, :W, :X, :Y, :Z
- # Numbers
- # :_1, :_2, :_3, :_4, :_5, :_6, :_7, :_8, :_9, :_0,
- # Other
- # :SHIFT, :LSHIFT, :RSHIFT, :TAB, :LEFT, :RIGHT, :UP, :DOWN, :PAUSE
- #
- # To Disable A Key, Make Symbol :NONE,
- #
- #===============================================================================
- module Key_Menu
- #===============================================================================
- $D13x[:CORE]?Key=Keys::Key: Key={}# << KEEP
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Key Settings
- #-----------------------------------------------------------------------------
- # Make this true to disable the default Vx Ace menu key.
- Disable_Menu_Call = true
- # Triggers Game End
- Pause_Key = Key[ :O ]
- # Triggers Menu
- Menu_Key = Key[ :NONE ]
- # Triggers Items
- Items_Key = Key[ :I ]
- # Triggers Skills
- Skills_Key = Key[ :M ]
- # Triggers Equip
- Equips_Key = Key[ :G ]
- # Triggers Status
- Status_Key = Key[ :P ]
- # Triggers Save
- Save_Key = Key[ :N ]
- end #####################
- # CUSTOMISATION END #
- #####################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- class Scene_Map < Scene_Base
- #===============================================================================
- #--------------------------------------------------------------------------
- # Alias List
- #--------------------------------------------------------------------------
- alias :start_the_variables_needed :start
- alias :update_my_KEYz :update_scene
- alias :update_menu_key :update_call_menu
- #--------------------------------------------------------------------------
- # Start Processing
- #--------------------------------------------------------------------------
- def start
- start_the_variables_needed
- @scene_being_called = false
- end
- #--------------------------------------------------------------------------
- # Update Scene Transition
- #--------------------------------------------------------------------------
- def update_scene
- update_my_KEYz
- update_de_keys
- end
- #--------------------------------------------------------------------------
- # Update Keys
- #--------------------------------------------------------------------------
- def update_de_keys
- return if scene_changing?
- update_call_pause unless scene_changing?
- update_new_call_menu unless scene_changing?
- update__call_items unless scene_changing?
- update__call_skills unless scene_changing?
- update__call_equips unless scene_changing?
- update__call_status unless scene_changing?
- update__call_save unless scene_changing?
- end
- #--------------------------------------------------------------------------
- # Determine if Pause is being triggered
- #--------------------------------------------------------------------------
- def update_call_pause
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Pause_Key)
- SceneManager.call(Scene_End)
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to Cancel Button
- #--------------------------------------------------------------------------
- def update_call_menu
- return if Key_Menu::Disable_Menu_Call
- update_menu_key
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update_new_call_menu
- return unless Key_Menu::Disable_Menu_Call
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Menu_Key)
- call_menu
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update__call_items
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Items_Key)
- SceneManager.call(Scene_Item)
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update__call_skills
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Skills_Key)
- SceneManager.call(Scene_Skill)
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update__call_equips
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Equips_Key)
- SceneManager.call(Scene_Equip)
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update__call_status
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Status_Key)
- SceneManager.call(Scene_Status)
- end
- #--------------------------------------------------------------------------
- # Determine if Menu is Called due to New Key
- #--------------------------------------------------------------------------
- def update__call_save
- return unless !$game_map.interpreter.running?
- return unless !$game_player.moving?
- return unless Keys.trigger?(Key_Menu::Save_Key)
- SceneManager.call(Scene_Save)
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement