This plugin works great and makes all my dreams come true. However, I got a little bit stuck on one specific thing. I have a button that I want to remove when I click formation in my menu. I also want to add a button when I click formation on my menu.Not the way it is designed currently, unfortunately.
I was trying to balance flexibility and power with trying to keep the parameters as simple as possible, so I decided to make the buttons customizable for each scene (Scene_Battle, Scene_Title, Scene_Equip, Scene_Map, Scene_Status, etc.), but I didn't include anything for sub-menus because the possibilities, especially with anybody's custom menu, became nearly endless
Of course the buttons will work fine, but they would be there for the entire Scene_Battle, not just part of it.
There is a way to have buttons only for certain windows, but it would require you to dive through the code and show/hide these buttons as appropriate.
For example, in the battle, this part shows the item window:
Code:Scene_Battle.prototype.commandItem = function() { this._itemWindow.refresh(); this._itemWindow.show(); this._itemWindow.activate(); };
You would need to add something to also show the buttons you have configured:
(Assuming you configured an "Up" and a "Down" button for the Scene_Battle)Code:Scene_Battle.prototype.commandItem = function() { this._itemWindow.refresh(); this._itemWindow.show(); this._itemWindow.activate(); this._keyButtons.up.show(); // <-- new this._keyButtons.down.show(); // <-- new };
Then you'd have to do the same thing for any window you wanted to show those buttons, as well as hide the buttons when the window was hidden. It would take some work, but it's possible in the end.
Thanks for the quick answerRight-click on the Download button and choose Save Link As. Don't change the name - just navigate to your project's js/plugins folder and save it in there.
Update: I figured out a way of fixing the problem myself. I decided to use DreamX's Victory Aftermath Extension to trigger a common event that just has the plugin command to remove the virtual button and that seems to work pretty much flawlessly.Is there any way to have an in-battle button disappear at certain times (Such as at the end of battle or right at the start)? Asking cause I'm using Yanfly's Victory Aftermath plugin and the button I'm using for a back button stays on top of the aftermath screen.
(Figured it wasn't worth making a whole new thread for this)
Can confirm this works. I did the exact same thing.Update: I figured out a way of fixing the problem myself. I decided to use DreamX's Victory Aftermath Extension to trigger a common event that just has the plugin command to remove the virtual button and that seems to work pretty much flawlessly.
How do I make the buttons appear only on specific map?
Ex: Say I have map A,B and C with mapid 1,2, and 3.
I want a custom button to appear only on map 2.
Using Scene_Map and hide/show plugin command provided by the plugin, the button appears on all Maps.
Update: Found a way!!
I ended up using NRPTransfercommonevent plugin but realized the buttons still show up after various scene_map thing too, so not gonna use this plugin. Gonna stick with galv screen buttons, plugin.soooo how you do it? @andy123 ?
Hello friend, I have setup Input code: "ok" in Key button setting but when chatting with NPC, press ok key, it doesn't skip chat message window, but it keeps chatting continuously.Can confirm this works. I did the exact same thing.
Hello friend, I have setup Input code: "ok" in Key button setting but when chatting with NPC, press ok key, it doesn't skip chat message window, but it keeps chatting continuously.
can u help me, please!!!!!!!!!!!!!!
How can i use dash button for my game ?Update!
New feature added where you can now run your own Javascript code when a button is pressed!
Just attach the dash button keyboard to a button image on the plugin parameters.How can i use dash button for my game ?