Can the buttons in the conditional branch be customized?

mark88

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Hello I may need help. I am a beginner and not very familiar with programming, so I need you. I have a problem in MZ. I want to use branch conditions to make a save function, such as pressing the button "S" to save, and "L" to load the game. Do you have any solutions?

Script or plugin
 

Andar

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yes and no

full keyboard scripts and plugins have always been developed for the makers - if they don't exist yet for MZ they will become available shortly.

however nothing can change the editor that way, the plugins will only give script functions to enable checking for those other keys.
 

mark88

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yes and no

full keyboard scripts and plugins have always been developed for the makers - if they don't exist yet for MZ they will become available shortly.

however nothing can change the editor that way, the plugins will only give script functions to enable checking for those other keys.
Ok i seem to get it
Although it’s a bit regretful, but I’m glad you answered my question ...

Do you know how to customize buttons using scripts?

Maybe there are other ways?
On the map Prepare a button and use an event to click?
 

caethyril

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As mentioned, the game does not recognise the "L" and "S" buttons by default. So you need a plugin to add the button to the game's key-map, then have some way to link that to an action (load/save). Some key-mapping plugins let you link inputs directly to events. Otherwise, you can try checking for input via the standard script calls, e.g. Conditional Branch > Script:
JavaScript:
Input.isTriggered("ok");
Some plugin options:
  1. DK_FullInput
    • Looks very thorough; keyboard + gamepad; requires paid license for commercial use.
  2. VisuStella MZ Button Common Events
    • I don't know much about this one; it's paid but probably very stable and flexible.
  3. Cae_KeyboardInputs (thread)
    • Set keyboard inputs; optionally bind keys to common events; no gamepad support; free.
 

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