Separate Menu Call from Cancel?

Reapergurl

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So, I've come across this script, and with it, I figured I just might be able to finally make a control schematic that would allow the player to have the cancel and call menu functions as two separate buttons.

Daaahhh...not so easily managed, I rue.

Of course, I can follow the script and input the key binding commands, but it doesn't really do the job of separating the two functions into two key bindings.

I really am trying my hardest here, and I am wondering if I am indeed going about this in the right way, or if I am wasting my time.

I honestly don't know if the two functions being bound together is hardcoded or not.

Anyone, if anyone can assist, much appreciated, thank you.
 

Reapergurl

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@dsiver144 But won't that also change the Cancel button?
 

Wavelength

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Offhand I believe @dsiver144 is pointing you to the correct (and easiest) place to make the change - and it should only affect the "call menu" function, not the normal "cancel" function used elsewhere. If you also needed to make the change to the button used to leave the menu (because you want to use a different "cancel" button) it's a bit harder, though still doable.

It's good practice to alias or overwrite methods rather than just change them. If you're going to change them directly, at least keep a backup copy of the original look of the method, so you can change it back later in case it causes unexpected behavior that you don't like.

By the way, here's a quote from the in-game robohelp that tells you which symbols you are allowed to use here. So you could use something like :CTRL or :F7, in addition to "normal" symbols like :A and :X.

These constant names are used as the name of symbols. For example, right on the directional buttons can be specified using the notation :RIGHT. (RGSS3)

DOWN LEFT RIGHT UP
Symbols corresponding to the directions down, left, right, and up.

A B C X Y Z L R
The symbols corresponding to buttons.

SHIFT CTRL ALT
Symbols directly corresponding to the keyboard's SHIFT, CTRL, and ALT keys.

F5 F6 F7 F8 F9
Symbols corresponding to the keyboard's function keys. The other function keys are reserved by the system and cannot be obtained.
 

Reapergurl

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Okay, now how would I go about binding it to a switch?

Yeah, flexibility; if a player prefers the RM way, then fine by me.
 

Trihan

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@menu_calling ||= Input.trigger?( :buttonsymbol) && $game_switches[id of switch]
 

Reapergurl

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@Trihan Wow, that worked!

Hmmm...

Now, to figure out the other three.

:A = :L2, :Z = :R2, and implement :SELECT.
 

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