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- ***Backing up before doing anything here is a Good Idea.
- ***To set things up, in PSystem_Controls:
- def self.buttonToKey(button)
- case button
- when Input::DOWN
- return [0x28] # Down
- when Input::LEFT
- return [0x25] # Left
- when Input::RIGHT
- return [0x27] # Right
- when Input::UP
- return [0x26] # Up
- when Input::A #now unused
- return []
- when Input::B #NO, RUN
- return [0x58] # X
- when Input::C #YES
- return [0x5A] # A
- when Input::X #OPEN MENU
- return [0x53] # S
- when Input::Y #still unused
- return []
- when Input::Z
- return [0x44] # D
- ***To move the Open Menu command, in Scene_Map:
- if Input.trigger?(Input::A)
- if !pbMapInterpreterRunning? && $PokemonGlobal && $PokemonSystem && $PokemonSystem.runstyle==1
- $PokemonGlobal.runtoggle=!$PokemonGlobal.runtoggle
- end
- end
- if $DEBUG and Input.press?(Input::F9)
- $game_temp.debug_calling = true
- end
- ***To make the new Open Menu also work to close the menu, in PScreen_PauseMenu:
- class PokemonMenu_Scene
- def pbShowCommands(commands)
- ret=-1
- cmdwindow=@sprites["cmdwindow"]
- cmdwindow.viewport=@viewport
- cmdwindow.index=$PokemonTemp.menuLastChoice
- cmdwindow.resizeToFit(commands)
- cmdwindow.commands=commands
- cmdwindow.x=Graphics.width-cmdwindow.width
- cmdwindow.y=0
- cmdwindow.visible=true
- loop do
- cmdwindow.update
- Graphics.update
- Input.update
- pbUpdateSceneMap
- if Input.trigger?(Input::X) || Input.trigger?(Input::B)
- ret=-1
- break
- end
- ***To rebind Run to Cancel, allowing the latter to work in odd circumstances, in Walk_Run:
- def pbCanRun?
- return false if $game_temp.menu_calling
- terrain=pbGetTerrainTag
- input=($PokemonSystem.runstyle==1) ? ($PokemonGlobal && $PokemonGlobal.runtoggle) : Input.press?(Input::B)
- return input &&
- !pbMapInterpreterRunning? && !@move_route_forcing &&
- $PokemonGlobal && $PokemonGlobal.runningShoes &&
- !$PokemonGlobal.diving && !$PokemonGlobal.surfing &&
- !$PokemonGlobal.bicycle && !PBTerrain.onlyWalk?(terrain)
- end
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