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Dekita

$D13x Key Menu

Mar 28th, 2013
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  1. if true # << Make true to use this script, false to disable.
  2. #===============================================================================
  3. #
  4. # ☆ $D13x - Key Menu
  5. # -- Author : Dekita
  6. # -- Version : 1.0
  7. # -- Level : Easy / Normal
  8. # -- Requires : $D13x Core v 1.3+
  9. # -- Engine : RPG Maker VX Ace.
  10. #
  11. #===============================================================================
  12. # ☆ Import
  13. #-------------------------------------------------------------------------------
  14. $D13x={}if$D13x==nil
  15. $D13x[:Key_Menu]=true
  16. #===============================================================================
  17. # ☆ Updates
  18. #-------------------------------------------------------------------------------
  19. # D /M /Y
  20. # 28/o3/2o13 - Finished,
  21. # 27/o3/2o13 - Started
  22. #
  23. #===============================================================================
  24. # ☆ Introduction
  25. #-------------------------------------------------------------------------------
  26. # This script allows the use of other keys to trigger various scenes,
  27. # Such as 'M' Key triggering the menu, 'S' Key Triggering the Status Screen,
  28. # 'I' key Triggering Items. ect..
  29. # And of course allows easy removal of the default Menu calling key.
  30. #
  31. #===============================================================================
  32. # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  33. #===============================================================================
  34. # 1. You MUST give credit to "Dekita" !!
  35. # 2. You are NOT allowed to repost this script.(or modified versions)
  36. # 3. You are NOT allowed to convert this script.
  37. # 4. You are NOT allowed to use this script for Commercial games.
  38. # 5. ENJOY!
  39. #
  40. # "FINE PRINT"
  41. # By using this script you hereby agree to the above terms and conditions,
  42. # if any violation of the above terms occurs "legal action" may be taken.
  43. # Not understanding the above terms and conditions does NOT mean that
  44. # they do not apply to you.
  45. # If you wish to discuss the terms and conditions in further detail you can
  46. # contact me at http://dekitarpg.wordpress.com/
  47. #
  48. #===============================================================================
  49. # ☆ Instructions
  50. #-------------------------------------------------------------------------------
  51. # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
  52. #
  53. #===============================================================================
  54. # ☆ HELP
  55. #-------------------------------------------------------------------------------
  56. # Heres a list of :key_symbols
  57. #
  58. # Letters
  59. # :A, :B, :C, :D, :E, :F, :G, :H, :I, :J, :K, :L, :M, :N, :O, :P, :Q, :R
  60. # :S, :T, :U, :V, :W, :X, :Y, :Z
  61. # Numbers
  62. # :_1, :_2, :_3, :_4, :_5, :_6, :_7, :_8, :_9, :_0,
  63. # Other
  64. # :SHIFT, :LSHIFT, :RSHIFT, :TAB, :LEFT, :RIGHT, :UP, :DOWN, :PAUSE
  65. #
  66. # To Disable A Key, Make Symbol :NONE,
  67. #
  68. #===============================================================================
  69. module Key_Menu
  70. #===============================================================================
  71. $D13x[:CORE]?Key=Keys::Key: Key={}# << KEEP
  72. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  73. # ☆ Key Settings
  74. #-----------------------------------------------------------------------------
  75. # Make this true to disable the default Vx Ace menu key.
  76. Disable_Menu_Call = true
  77. # Triggers Game End
  78. Pause_Key = Key[ :O ]
  79. # Triggers Menu
  80. Menu_Key = Key[ :NONE ]
  81. # Triggers Items
  82. Items_Key = Key[ :I ]
  83. # Triggers Skills
  84. Skills_Key = Key[ :M ]
  85. # Triggers Equip
  86. Equips_Key = Key[ :G ]
  87. # Triggers Status
  88. Status_Key = Key[ :P ]
  89. # Triggers Save
  90. Save_Key = Key[ :N ]
  91.  
  92. end #####################
  93. # CUSTOMISATION END #
  94. #####################
  95. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  96. # #
  97. # http://dekitarpg.wordpress.com/ #
  98. # #
  99. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  100. #===============================================================================#
  101. # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
  102. # YES?\.\. #
  103. # OMG, REALLY? \| #
  104. # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
  105. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
  106. #===============================================================================#
  107. class Scene_Map < Scene_Base
  108. #===============================================================================
  109. #--------------------------------------------------------------------------
  110. # Alias List
  111. #--------------------------------------------------------------------------
  112. alias :start_the_variables_needed :start
  113. alias :update_my_KEYz :update_scene
  114. alias :update_menu_key :update_call_menu
  115. #--------------------------------------------------------------------------
  116. # Start Processing
  117. #--------------------------------------------------------------------------
  118. def start
  119. start_the_variables_needed
  120. @scene_being_called = false
  121. end
  122. #--------------------------------------------------------------------------
  123. # Update Scene Transition
  124. #--------------------------------------------------------------------------
  125. def update_scene
  126. update_my_KEYz
  127. update_de_keys
  128. end
  129. #--------------------------------------------------------------------------
  130. # Update Keys
  131. #--------------------------------------------------------------------------
  132. def update_de_keys
  133. return if scene_changing?
  134. update_call_pause unless scene_changing?
  135. update_new_call_menu unless scene_changing?
  136. update__call_items unless scene_changing?
  137. update__call_skills unless scene_changing?
  138. update__call_equips unless scene_changing?
  139. update__call_status unless scene_changing?
  140. update__call_save unless scene_changing?
  141. end
  142. #--------------------------------------------------------------------------
  143. # Determine if Pause is being triggered
  144. #--------------------------------------------------------------------------
  145. def update_call_pause
  146. return unless !$game_map.interpreter.running?
  147. return unless !$game_player.moving?
  148. return unless Keys.trigger?(Key_Menu::Pause_Key)
  149. SceneManager.call(Scene_End)
  150. end
  151. #--------------------------------------------------------------------------
  152. # Determine if Menu is Called due to Cancel Button
  153. #--------------------------------------------------------------------------
  154. def update_call_menu
  155. return if Key_Menu::Disable_Menu_Call
  156. update_menu_key
  157. end
  158. #--------------------------------------------------------------------------
  159. # Determine if Menu is Called due to New Key
  160. #--------------------------------------------------------------------------
  161. def update_new_call_menu
  162. return unless Key_Menu::Disable_Menu_Call
  163. return unless !$game_map.interpreter.running?
  164. return unless !$game_player.moving?
  165. return unless Keys.trigger?(Key_Menu::Menu_Key)
  166. call_menu
  167. end
  168. #--------------------------------------------------------------------------
  169. # Determine if Menu is Called due to New Key
  170. #--------------------------------------------------------------------------
  171. def update__call_items
  172. return unless !$game_map.interpreter.running?
  173. return unless !$game_player.moving?
  174. return unless Keys.trigger?(Key_Menu::Items_Key)
  175. SceneManager.call(Scene_Item)
  176. end
  177. #--------------------------------------------------------------------------
  178. # Determine if Menu is Called due to New Key
  179. #--------------------------------------------------------------------------
  180. def update__call_skills
  181. return unless !$game_map.interpreter.running?
  182. return unless !$game_player.moving?
  183. return unless Keys.trigger?(Key_Menu::Skills_Key)
  184. SceneManager.call(Scene_Skill)
  185. end
  186. #--------------------------------------------------------------------------
  187. # Determine if Menu is Called due to New Key
  188. #--------------------------------------------------------------------------
  189. def update__call_equips
  190. return unless !$game_map.interpreter.running?
  191. return unless !$game_player.moving?
  192. return unless Keys.trigger?(Key_Menu::Equips_Key)
  193. SceneManager.call(Scene_Equip)
  194. end
  195. #--------------------------------------------------------------------------
  196. # Determine if Menu is Called due to New Key
  197. #--------------------------------------------------------------------------
  198. def update__call_status
  199. return unless !$game_map.interpreter.running?
  200. return unless !$game_player.moving?
  201. return unless Keys.trigger?(Key_Menu::Status_Key)
  202. SceneManager.call(Scene_Status)
  203. end
  204. #--------------------------------------------------------------------------
  205. # Determine if Menu is Called due to New Key
  206. #--------------------------------------------------------------------------
  207. def update__call_save
  208. return unless !$game_map.interpreter.running?
  209. return unless !$game_player.moving?
  210. return unless Keys.trigger?(Key_Menu::Save_Key)
  211. SceneManager.call(Scene_Save)
  212. end
  213.  
  214. end
  215.  
  216. #==============================================================================#
  217. # http://dekitarpg.wordpress.com/ #
  218. #==============================================================================#
  219. end
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