* @param prior_inputable_actor
* @desc Sets the key setting up the inputable actor at the left of the
* current one as prior_inputable_actor
* If the current one's the leftmost one, the rightmost one will be
* setup instead
* Holding prior_inputable_actor can repeatedly setup inputable actors
* prior_inputable_actor should remain unchanged during the same battle
*
@Default left
*
* @param next_inputable_actor
* @desc Sets the key setting up the inputable actor at the right of the
* current one as next_inputable_actor
* If the current one's the rightmost one, the leftmost one will be
* setup instead
* Holding next_inputable_actor can repeatedly setup inputable actors
* next_inputable_actor should remain unchanged during the same battle
*
@Default right
Code:
DoubleX_RMMV.PATB_Hotkey = {
/* Sets hotkeys selecting the inputable actor with the specified party
* member index
* None of these hotkeys are supposed to be changed during the same battle
* Each hotkey will be referenced by $gameSystem.patb.hotkey_actor_index,
* where index is the index of the hotkey
* $gameSystem.patb.hotkey_actor_count must always be updated to maintain
* the exact number of these hotkeys
* The ith hotkey will try to select the inputable actor with party memver
* index i - 1
* Each of these hotkey must be a String
* Using a keyboard mapping plugin, like Quasi Input, can be useful here
*/
inputable_actors: [
"#1", // Referenced by $gameSystem.patb.hotkey_actor_0
"#2", // Referenced by $gameSystem.patb.hotkey_actor_1
"#3", // Referenced by $gameSystem.patb.hotkey_actor_2
"#4", // Referenced by $gameSystem.patb.hotkey_actor_3
"#5", // Referenced by $gameSystem.patb.hotkey_actor_4
"#6", // Referenced by $gameSystem.patb.hotkey_actor_5
"#7", // Referenced by $gameSystem.patb.hotkey_actor_6
"#8", // Referenced by $gameSystem.patb.hotkey_actor_7
"#9", // Referenced by $gameSystem.patb.hotkey_actor_8
"#0" // Referenced by $gameSystem.patb.hotkey_actor_9
]
}; // DoubleX_RMMV.PATB_Hotkey