IMPORTANT MESSAGE FOR RY: RMXP HAS BUILT-IN NUMPAD SUPPORT! D'OH, READ THE HELP FILE!
... could be horribly wrong, though, but I distinctly remember there being Numpad support by default.
I'm fairly sure he wants a Context-Sensitive Numpad Script. As in, depending on a variety of factors, the numpad keys will be mapped to a variety of skills 0-o
Seems rather easy. Unfortunately, I'm not available to script this ATM, so yeah... To anyone who does want to, general outline:
module ContextSensitiveNumpad
def get_skills
case $game_party.actors[0].id
when <id>
case $game_party.actors[0].weapon_id
when <id>
return [<s1>, <s2>, ...]
when <id2>
return [<s1>, <s3>, ...]
end
when <id2>
case $game_party.actors[0].weapon_id
when <id>
return [<s1>, <s2>, ...]
when <id2>
return [<s1>, <s3>, ...]
end
...
end
end
class Scene_Map
alias update_csn_earlier update
def update
update_csn_earlier
s = ContextSensitiveNumpad.get_skills
if Input.trigger?(Input::NUMPAD0)
<call skill with ID s[0]>
elsif Input.trigger?(Input::NUMPAD1)
<call skill with ID s[1]>
....
end
end
end
Once again, shouldn't be too hard to script -- just a royal pain to configure. But it'll be more than fast enough, methinks.