Special Keybinds

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
378
First Language
English
Primarily Uses
Special Keybinds v1.0

By V.M. of D.T.


Introduction

This neat little script allows you to bind almost any key on your keyboard to do one of three things in game. Toggle a switch, add a preset amount to a variable, or call a scene.

How to Use

Plug and play and customize as needed~

Details in the script

Script

Convenient little pastebin! Right... here. Not here.

FAQ

None atm.

Credit and Thanks

- By V.M. of D.T.

- Free to use in any non-commercial project

Author's Notes

The hardest part was writing out each constant equivalent for the keys x.x

Every key was not tested, post if a certain one doesn't work.
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,535
First Language
British English
Primarily Uses
RMMV
This looks like an awesome little script! Just the thing I was looking for.

Thank you for making this.
 
Last edited by a moderator:

NO!

Adventurer
Member
Joined
May 15, 2012
Messages
221
Reaction score
10
First Language
Cymraeg
Primarily Uses
This is amazing. Cheers, good fellow!
 

Bob Saget

Veteran
Veteran
Joined
Jan 31, 2013
Messages
66
Reaction score
2
First Language
English
Primarily Uses
This script is very wonderful, but I was wondering if it would be possible for you to add in an addition. Here is what I'm thinking.

A Script Call feature, where in-game, the player can change what is binded to those 3 keys.

For example, if they have 3 different spells binded, but want to change one, we can use the Call Script command to do so, using your script.

Do you think this can be made as an addition? If so, it would make my day!
 

ArcaneEli

Mage of Thunder
Veteran
Joined
Mar 24, 2012
Messages
205
Reaction score
35
First Language
English
Primarily Uses
http://www.nodiatis.com/personality.htm'>


http://www.nodiatis.com/personality.htm'>
 

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
378
First Language
English
Primarily Uses
This script is very wonderful, but I was wondering if it would be possible for you to add in an addition. Here is what I'm thinking.

A Script Call feature, where in-game, the player can change what is binded to those 3 keys.

For example, if they have 3 different spells binded, but want to change one, we can use the Call Script command to do so, using your script.

Do you think this can be made as an addition? If so, it would make my day!
Possibly, hypothetically, maybe! Check out the newer version. Should work!
 

Bob Saget

Veteran
Veteran
Joined
Jan 31, 2013
Messages
66
Reaction score
2
First Language
English
Primarily Uses
Possibly, hypothetically, maybe! Check out the newer version. Should work!
You truly are a Talent Extraordinaire! I'm so excited to use this script, and I firmly believe some sort of donation is in order!

Now, if only I can figure out how to work it...haha.

I read the script, and understand the keybinds and the symbols, however, I keep getting an error when I test out the game.

I have a couple of questions, and I will post screenshots of the errors:

1. How do I set up the in-game script calls? Do I use "N1", ":N1", "0x31", or some other input?

2. Did I not set something up properly in the script itself?

Once again, thank you for taking the time to add this extension in, and I hope I can use your script soon!

 

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
378
First Language
English
Primarily Uses
Should work with script calls like this:

Code:
$ki_keybinds[:N1] = [:scene, Scene_Title]$ki_keybinds[] = [:switch, 25]$ki_keybinds.delete()
 

Bob Saget

Veteran
Veteran
Joined
Jan 31, 2013
Messages
66
Reaction score
2
First Language
English
Primarily Uses
Haven't had time to test this yet - but that will change tonight!

I'll edit this post to let you know if all is well! Thanks again my friend.

EDIT

Plugged in the script calls, and everything works like a charm!

This script is incredible! Thanks so much!
 
Last edited by a moderator:

Fallun

Villager
Member
Joined
May 24, 2014
Messages
26
Reaction score
1
First Language
Danish
Primarily Uses
Hey Vlue thanks for thi awesome script. :D

How do i setup a keybind to conditional branch? If it's possible

Example like this:

Conditional branch: if the button :N1 being pressed down

in Cond branch option

Problem is i there is only those normal buttons available :( and i wanted to use Buttons like N1.

Thanks in advance
 
Last edited by a moderator:

sjmorgan86

Warper
Member
Joined
Feb 2, 2015
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Is there any way this script could be updated to not allow special keybinded keys to work while other events are running. (parallel events excluded.) My issue is that people can hit the special keybinded keys during auto run events, dialogue, ect and mess up the flow of things by triggering switches, ect that are meant to only be used when you aren't talking to that npc, looting that chest or going through that cut scene.
 

Fernyfer775

Veteran
Veteran
Joined
Oct 6, 2013
Messages
1,317
Reaction score
818
First Language
English
I tried copy and pasting the kitty picture in my game and it didn't work. Plz halp!
 

AeghtyAteKees

Nyctopheliac
Veteran
Joined
May 8, 2013
Messages
33
Reaction score
2
Primarily Uses
I'm having the same issue as sjmorgan86, and it's quite significant. In this case, the keys could have the same accessibility as the menu--which won't open during autorun events or during dialogue.

For now, the only tedious and impractical solution is to turn on a switch for anytime your keybind should not be accessible (i.e. anytime there's dialogue, etc), then turning the switch back off. ;_;   
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,061
Members
137,575
Latest member
akekaphol101
Top