Systems that change the keyboard system or add new data entry features, try these.
Input Systems: A-Z
Aleworks Add-On #1: Fantastica Key State Detection
by DerVVulfman (September 4, 2007)
This script is an add-on for use with the Aleworks Keys Module(AKM). Its purpose... to allow the system to detect the input from the keyboard and return the actual 'code' for the key.
Aleworks Input Mouse Sprite Add-On
by DerVVulfman (September 4, 2023)
This script is an add-on to vgvgf's AleWorks Input Module (or AIM for short).
While the AIM system was relatively complete and let one use their system's mouse, entering full-screen mode with RPGMaker XP would eliminate the mouse sprite. Essentially, you would only have the default system sprite while in a windowed mode.
This system does not allow you to use the system mouse while in full-screen mode. Rather, it erases/hides the system mouse sprite upon execution, and replaces the sprite with one within a new Graphics\Mouse folder which can be cached. Said sprite will be visible in both full-screen and windowed modes.
AWorks Input Module
by Vgvgf (January 26, 2009)
Like other Input modules, it simulates the default RGSS Input module and adds new functions. But this one uses its own custom .dll file making it run faster than the default system.
ClickableWindows
by kyonides (May 27, 2024)
These scriptlets allow you to Mouse click on the usual menu window options! Shocked
As long as you click on the area defined by the blinking cursor, you will be fine. Winking
It does not fully support all windows but only child classes of Window_Selectable and a few others.
They are based on XP's and VX ACE's default scripts. There is no warranty they will work with custom ones.
Some scenes forced me to add calls like Input.double_left_click? or Input.right_click? to make them work properly.
Disable F1, Alt+Enter and F12
by Chainsawkitten (June 26, 2016)
This script, combined with an accompanying DLL file, allows you to disable certain keys in your RPG Maker game. How? It sets a hook for key input which catches those keypresses, making sure the game never receives them (and thus those things don't trigger). Since RPG Maker also checks keyboard status directly for F12, we also fake that it isn't pressed by using 'SetKeyboardState'.
DoubleX RMMV Reverse Input
DoubleX (December 30, 2015)
Lets users set some actors reversing the assigned window inputs
DoubleX_RMMZ_Script_Call_Hotkeys
by DoubleX (October 14, 2020)
Lets you set some hotkeys per scene to trigger some script calls.
JEM: Jennifer's Entry Module
by DerVVulfman (May 31, 2010)
This system allows for the use of both the default 'standard' input keys as well as a full range of 'newly functional' keys. As such, you now full control over the keys in your game without interfering with the default keys or gamepad controller.
Keyboard Input Module (& Revised)
by Near Fantastica (July 6, 2005)
I know there is a few keyboard input scripts out there but not like this one... this one works fundamentally different then the others you press and key and it returns what was pressed... which lets you easily have string input for names, conversations, or what ever you see fit.
Keyboard Name Input - Updated
by DerVVulfman (January 2, 2022)
This script replaces the default Name Entry system. No longer will the player be forced to highlight and select individual letters from a display to spell out a name, and allow the name to be typed using the keyboard itself.
MKXP Compatible Mouse Add-on
by DerVVulfman (August 30, 2023)
MKXP, a replacement engine for RPGMaker XP, has built-in content to support mouse input. But it does not attach mouse input to the input class, generate a mouse cursor, nor deal with highlighting of menu options by way of the mouse. This script is a skeleton for users of MKXP or latter additions of HiddenChest (at least tested with 64bit Windows).
Module VirtualKeys
by zecomeia (February 28, 2010)
In addition to enabling all keys for use in RPGMaker is also accompanied by methods that have helped in the use of keys, some try copy existing methods in the module Input, and other totally new or enhanced.
Mousie: The Mouse System
by DerVVulfman (October 7, 2007)
With this, you can use Near Fantastica's 'Pathfinding' script to move the character around with the mouse's point-n-click interface. Or you can use it to control menu window functions with some simple edits. Heck, you can even set the system to change the mouse cursor over pre-defined map events.
MrMo DVV Add-On #7: Mousie Mo!
by DerVVulfman (May 05, 2010)
While Mousie allows the use of mouse clicks to move the player on the map, this additional patch allows you to attack enemies by clicking the mouse with the SHIFT key pressed... the SHIFT key freezing the player in place. In addition, it takes into consideration if the "Sasha's Diagonal Combat" is in use. If that is the case, diagonal movement from mouse clicks will work.
Simple Mouse System
by woratana (April 13th, 2008)
I scripted SMS because I'm working on other script that will be good if it has mouse function. And I'd like to share this to others after I got permission from Dervvulfman (this script require his script)
XAS DVV Add-On #1: XAS Mousie Mo!
by DerVVulfman (May 23, 2010)
This additional patch allows you to attack enemies by double-clicking the mouse while preventing the system from attacking with a normal mouse click. As such, normal mouse-controlled movement was restored.