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
:blush:
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:
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
};
(Assuming you configured an "Up" and a "Down" button for the Scene_Battle)
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.