MV Keyboard configuration

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Hi all, I'm having an issue. I absolutely hate that my menu access is the ESC key, I much prefer the ease of using Shift key under the Enter button but I cannot seem to find the option in MV (There was one in VXAce) to change the buttons.

Please can anyone help me.

Also, out of curosity, how on earth do you get the "if button ____ is pressed" then a self switch triggers and moves to the next page in the even where the process resets. I've tried every dang button, under parellel process and autorun and no luck at all. so confused! (I want it to work like you press the Enter button to move text along)
 

ImaginaryVillain

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http://www.yanfly.moe/wiki/Button_Common_Events_(YEP) will let you easily make your shift key open the menu. Just point it to a common event with SceneManager.push(Scene_Menu); in it.

As for the other, what are you doing on that page? Can you simply just make the last command "Self Switch Off" so that it runs whatever and just goes back to the input check page?
 

bgillisp

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I've moved this thread to MV support. Please be sure to post your threads in the correct forum next time. Thank you.

 
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@bgillisp sorry. I thought because it was a technical question it needed to go there. Thanks for putting it where it belongs!

@ImaginaryVillain Thank you. I'm sad that theres not something inbuilt to the game engine itself for changing buttons.

As for my event. Each page is configured exactly the same, I've only changed the trigger from autorun to parrelle process. I just wanted to test using the pictures for my opening to see if it would work, and Nothing! It is not supposed to move to the next page until the Enter button is pressed, just like in regular dialogue. (later events show more pictures which if someone clicked through regular dislogue too quick would confuse matters later on)

I had thought that just using this way would make sense, but clearly this isn't how the buttons are supposed to work lol.
upload_2019-10-24_7-42-3.png
 

Andar

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I think the first test should be to see if the problem is really where you believe it is, because it could be something else.

please give each page of the event a different sprite and then check which sprite is displayed when the game is running.

Highest page has highest priority in the RMs, and a lot of new users mess up page conditions and end up on the wrong event page.
And the page you gave a screenshot of should have worked as you intended, unless a different page is active...
 

ImaginaryVillain

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It would be nice if it was built-in, I mean technically scripting can make it possible as well but it's not as convenient.

Also set your event pages to parallel else it won't accept the input from the player, nor allow commands outside of the event to execute.

Edit: Added a simple working version of the event.
 

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I've added a wait command at the start of each event page of 60 frames, it seems to be working now. I had to make a brand new event but it worked. Thank you all so much!
 

Andar

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wait command at the start of each event page of 60 frames, it seems to be working now.
that is basically proof of a timing problem creating lag, and you only moved the problem to a different place and time - you can't fix timing problems with waits.

most likely you have too many parallel processes working at the same time - read my tutorial on "bughuntin" linked in my signature to learn why that is a bad idea.
 

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