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    Changing Key Functions

    How do you change Key functions? (Like making ESC open a text window or something of that sort)

    February 2008, BEST MONTH EVER!! Brawl and RPG Maker VX!!

    #2
    Re: Changing Key Functions

    I guess no one knows? Is it impossible to do?

    February 2008, BEST MONTH EVER!! Brawl and RPG Maker VX!!

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      #3
      Re: Changing Key Functions

      Run a parallel process which runs all the time. In it, place a key input processing, and store the number in a variable. For example 'playerinput'. After this open a conditional branch, that operates only when the variable 'playerinput' = 12. (I think esc is 12 anyway)! Put your code in the conditional branch!
      Last edited by Slash Jack; 01-17-2006, 05:39 AM.

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        #4
        Re: Changing Key Functions

        Originally posted by Slash Jack
        Run a parallel process which runs all the time. In it, place a key input processing, and store the number in a variable. For example 'playerinput'. After this open a conditional branch, that operates only when the variable 'playerinput' = 12. (I think esc is 12 anyway)! Put your code in the conditional branch!
        thankyou, but i have another question. How do you halt movement? I need everyone, including events to stop moving.
        Last edited by lilwilddude; 01-13-2006, 05:14 PM.

        February 2008, BEST MONTH EVER!! Brawl and RPG Maker VX!!

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          #5
          Re: Changing Key Functions

          I'm not sure I fully understand what you're trying to do? Is it a pause screen you're after? If this is the case, the only way I can see how you can do it is follows:

          Have 2 Common Events, called something like PAUSE ON and PAUSE OFF.
          Have them both parallel processes with the trigger switch for PAUSE ON being [PauseOn] and the trigger switch for PAUSE OFF being [PauseOff].

          First make the PAUSE OFF common event:

          Key Input [playerinput]
          Conditional Branch Variable [playerinput] == 12
          >Variable [Playerinput] == 0
          >Switch [PauseOn] = ON
          >Switch [PauseOff] = OFF
          End

          Now make the PAUSE ON common event:

          Key Input [playerinput]
          Conditional Branch Variable [playerinput] == 12
          >Variable [Playerinput] == 0
          >Switch [PauseOff] = ON
          >Switch [PauseOn] = OFF
          End

          Now, on all the events that move in the game, make an extra page at the back, and have the condition for that page "Switch [PauseOn] = ON". On this page have the event wait (parallel!).

          Basically, when the player presses esc, the switch [PauseOn] is switched on, which satisfies the condition for every event to wait until the switch is switched back off (when the player presses esc again).

          To stop the character (player sprite) moving, I guess you could create another common event, parrallel process with trigger switch PauseOn. In it make the event > Hero wait.

          Make sure when the game starts, switch [PauseOff] is on, and [PauseOff] is off! Hope this helps!

          There may be other ways but this way seems simple.
          Last edited by Slash Jack; 01-17-2006, 05:40 AM.

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