[Ace] Rebind Pre-set Keys from Scripts

Ittalics

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Okay, so I'm using 2 scripts currently... The Arc Engine script to make a 2D Sidescroller, and the Sapphire Action System, to add real-time combat. Both scripts are made by the same person, and work perfectly together (in case you were wondering).

Here's the links:

http://www.rpgmakervxace.net/topic/6948-arc-engine-realistic-platform-system/

http://forums.rpgmakerweb.com/index.php?/topic/4918-sapphire-action-system-iv/

I'm asking whether or not I'm able to rebind the default keys given by the scripts, what I mean by this, is whenever I press 'a' to jump in the Arc Engine, it also triggers my player to attack thanks to the real-time combat. All I want to do is to rebind jump to something different. Like 'space', if possible. But any key will do fine, I just need to know how to do it, or if it's possible.

Additionally, I was wondering if I could be told how to make keys be rebound by default as apposed to pressing F1, and changing keys manually. This would help me since I hate 'x' toggling the menu, so I would love to rebind 'x' to toggle something else, for when I release the game I want 'x' to be already rebound.

I apologize if what I am asking doesn't make much sense, if it is required I can upload a video/screenshots to help describe the issue.

Thanks.
 

Mithran

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Khas' site seems to have been hijacked by a redirector to an ad farm. You should probably let him know if you can get ahold of him, he hasn't logged in here in a quite a while.


Without the scripts, I can still point you in the right direction. RPGMaker uses virtual keys bound to a specific keyboard key, the a key is by default :X button while the space, enter, and Z use :C button . The virtual keys are what matters for the script, unless an input script is installed. If not (after making the appropriate backup), you'd need to change the Input.trigger?:)X) and possibly the Input.press?:)X) and Input.repeat?:)X) keys in one script to :C (there might just be a module to set up one or the other to do this).
 

Andar

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Khas' site seems to have been hijacked by a redirector to an ad farm. You should probably let him know if you can get ahold of him, he hasn't logged in here in a quite a while.
Unfortunately there is no redirector, it looks like (in whois.com) the registration expired and someone else purchased the domain. And that was about three months ago.
Which also means that unless someone else hosts the scripts, they'll be gone for good...


If Khas had any interest in regaining the website, he would have done so in the last three months - especially since a website only expires if the payment is discontinued...
 

Ittalics

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Khas' site seems to have been hijacked by a redirector to an ad farm. You should probably let him know if you can get ahold of him, he hasn't logged in here in a quite a while.

Without the scripts, I can still point you in the right direction. RPGMaker uses virtual keys bound to a specific keyboard key, the a key is by default :X button while the space, enter, and Z use :C button . The virtual keys are what matters for the script, unless an input script is installed. If not (after making the appropriate backup), you'd need to change the Input.trigger?:)X) and possibly the Input.press?:)X) and Input.repeat?:)X) keys in one script to :C (there might just be a module to set up one or the other to do this).
I tried looking through the scripts for Input.trigger, and I couldn't find one related to X, with an updated link to the script, could you be able to upload a screenshot of where it is if you find it? Or at least give me something to (maybe) add to the bottom of the script to simple change the jump to another key? 

He changed his site a long time ago.

Here you go:

http://arcthunder.blogspot.com.br/p/rpg-maker.html
Thanks!
 

Mithran

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For SAS, here are the button input tests:

class Game_Map def update_action_system if Input.trigger?(Input::X) $game_player.attack elsif Input.trigger?(Input::Y) $game_player.cast_skill elsif Input.trigger?(Input::Z) $game_player.next_skill end endendYou can change the values yourself. If you copy this as a template, it needs to be a standalone script under the original script so it can act as a patch.Looks like ARC Engine includes a full input script, so you can bind the keys to specific keyboard keys as well. You can replace any Input.trigger?(Input::button_letter) with simply Input.trigger?:)button_letter) to change to a virtual button (eg., Input.trigger?:)C) changes it to respond to :C key, which is enter, Z, and space on keyboard by default), or change it to Input_Core.trigger?:)key) to change it to that specific keyboard key (eg., Input_Core.trigger?:)U) would make it respond to the U key on keyboard). If you'd rather change them in Arc Engine, they are toward the bottom of the script, search Input.trigger?:)X), in a huge method that I don't care to repost here. That script also appears to make use of the :C button but possibly only for menus and messages.
 

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