Rpgmakermv(32) Yep_mainmenumanager
============================================================================
Introduction
============================================================================
For those who wish to alter the various aspects of the main menu commands
without needing to touch the source code can use this plugin to do so.
Although this plugin mostly ports the menu creation process to the Plugin
Manager parameters, it allows for a cleaner way to handle the menu command
management process.
菜单栏管理
============================================================================
How to Use This Plugin 使用
============================================================================
Each section in the parameters is divided up into various parts. Each of
these parts play a role in how the menu command functions. Here's what each
part does:
Name
- This is how the command will appear visually in the main menu. This is an
eval, which means, it's code driven. If you want the command to appear just
as it is, use 'quotes' around it.
Symbol
- This is the identifier for the command. Each command should have a unique
symbol, so much as to not cause conflicts with each command. However, shared
symbols are perfectly fine as long as you're fine with them performing the
same function when selected.
Show
- This is an eval condition for whether or not the command shows up in the
main menu. If you wish for this to always show up, simply use 'true' without
the quotes.
是否显示
Enabled
- This is an eval condition for whether or not the command is enabled. The
difference between showing a command and enabling a command is that a
command can show, but it can't be selected because it isn't enabled. If you
wish for this command to always be enabled, use 'true' without the quotes.
是否启用插件
Ext
- Stands for extension. This serves as a secondary symbol for the command
and it can be used for pretty much anything. It has no direct impact on the
command unless the command's objective is related to the extension value.
The majority of commands do not need to make use of the Ext value.
一般和公共事件连用(公共事件启动其他插件)
Main Bind
- This is an eval function that is to be ran when this command is selected
straight from the main menu. The function that is to be bound to this
command needs to be accessible from Scene_Menu is some way or another. For
commands that are meant to select an actor first, use
'this.commandItem.bind(this)' without the quotes.
Actor Bind
- This is an eval function that is to be ran when an actor is selected after
choosing this command, usually to push a scene. This function isn't needed
for any menu commands that don't require selecting an actor.
============================================================================
Examples实例
============================================================================
The following are some examples to help you add/alter/change the way
commands appear for your main menu.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name: TextManager.item
Symbol: item
Show: this.needsCommand('item')
Enabled: this.areMainCommandsEnabled()
Ext:
Main Bind: this.commandItem.bind(this)
Actor Bind:
The item command is made using the above example. 'TextManager.item' is how
the command name will appear. It draws the name information from the
database Text Manager entry for 'Item' and uses whatever you put into the
database in here. The symbol 'item' is used to make the item command's
unique identifier. In order for the command to show, it will run a
'needsCommand' function to check if it will appear. This 'needsCommand'
function is related to your database on whether or not you want the item to
appear there. In order for this command to be enabled, it will check for
whether or not the main commands are enabled, which is related to whether or
not there are actors in the current party. And finally, the line of code
'this.commandItem.bind(this)' is the command that will run once the item
entry is selected.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name: TextManager.skill
Symbol: skill
Show: this.needsCommand('skill')
Enabled: this.areMainCommandsEnabled()
Ext:
Main Bind: this.commandPersonal.bind(this)
Actor Bind: SceneManager.push(Scene_Skill)
The skill command is made using the above example. 'TextManager.skill' is
how the command name will appear. It draws the name information from the
database Text Manager entry for 'Skill' and uses whatever you put into the
database in here. The symbol 'skill' is used to make the skill command's
unique identifier. In order for the command to show, it will run a line code
'needsCommand' function to check if it will appear. This 'needsCommand'
function is related to your database on whether or not you want the skill
option to appear there. In order for this command to be enabled, it will
check for whether or not the main commands are enabled, which is related to
whether or not there are actors in the current party. This time, the main
bind command is to send the player to the actor selection process using
'this.commandPersonal.bind(this)' instead. Once the player selects an actor,
'SceneManager.push(Scene_Skill)' is then ran to send the player to
Scene_Skill to manage the actor's skills.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name: 'Common Event 1'
Symbol: common event
Show: false
Enabled: true
Ext: 1
Main Bind: this.callCommonEvent.bind(this)
Actor Bind:
This is a customized command that is included by default with the plugin.
This command's name is 'Common Event 1', but it can be changed to whatever
you want by simply changing what's in between the 'quotes' in the parameter
settings. The symbol is the identifier for all common events. However, by
default, this common event item does not show in the main menu. If you want
it to appear, set the Show option to 'true' without the quotes and it will
appear. Because the Enabled option is 'true', the command can always be
selected by the player. The Ext actually has a role with this command. The
Ext determines which common event is to be played. In this example, the Ext
value is 1, which means common event 1 will be ran when this command is
selected. Should the Ext value equal to 25, it will be common event 25 that
will run once this command is selected. The reason is because the Main Bind
for this command option is 'this.callCommonEvent.bind(this)', which is a
function included in this plugin to allow for common events to be ran.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
============================================================================
Changelog
============================================================================
Version 1.01:
- Added 'Hide Actor Window', 'Hide Gold Window', 'Blurry Background'
parameters for the plugin settings.
Version 1.00:
- Finished plugin!
Rpgmakermv(32) Yep_mainmenumanager的更多相关文章
- Sharded实现学习-我们到底能走多远系列(32)
我们到底能走多远系列(32) 扯淡: 工作是容易的赚钱是困难的 恋爱是容易的成家是困难的 相爱是容易的相处是困难的 决定是容易的可是等待是困难的 主题: 1,Sharded的实现 Sharded ...
- 构建ASP.NET MVC4+EF5+EasyUI+Unity2.x注入的后台管理系统(32)-swfupload多文件上传[附源码]
原文:构建ASP.NET MVC4+EF5+EasyUI+Unity2.x注入的后台管理系统(32)-swfupload多文件上传[附源码] 文件上传这东西说到底有时候很痛,原来的asp.net服务器 ...
- Windows Phone开发(32):路径之PathGeometry
原文:Windows Phone开发(32):路径之PathGeometry 说起路径这玩意儿,其实说的就是Path类,它藏在命名空间System.Windows.Shapes下,应该好找,它有一个很 ...
- Qt 学习之路 2(32):贪吃蛇游戏(2)
Qt 学习之路 2(32):贪吃蛇游戏(2) 豆子 2012年12月27日 Qt 学习之路 2 55条评论 下面我们继续上一章的内容.在上一章中,我们已经完成了地图的设计,当然是相当简单的.在我们的游 ...
- leecode 刷题(32)-- 链表的中间节点
leecode 刷题(32)-- 链表的中间节点 描述: 给定一个带有头结点 head 的非空单链表,返回链表的中间结点. 如果有两个中间结点,则返回第二个中间结点. 示例 1: 输入:[1,2,3, ...
- Flutter学习笔记(32)--PointerEvent事件处理
如需转载,请注明出处:Flutter学习笔记(32)--PointerEvent事件处理 在Android原生的开发中,对于事件的处理,我们都知道事件分为down.move.up事件,对于ViewGr ...
- WiFi-ESP8266入门http(3-2)网页认证上网-post请求
测试账号密码 加密模式 1 18011210338 + 015871 - 测试2 1601120382 +1 mimaHENFuzb -1 打开网页 手机端 http://1 ...
- PHP常用功能块_错误和异常处理 — php(32)
一.错误和异常处理 1.1 错误类型和基本的调试方法PHP程序的错误发生一般归属于下列三个领域: 语法错误:语法错误最常见,并且也容易修复.如:代码中遗漏一个分号.这类错误会阻止脚本的执行. 运行时错 ...
- (32)Spring Boot使用@SpringBootApplication注解,从零开始学Spring Boot
[来也匆匆,去也匆匆,在此留下您的脚印吧,转发点赞评论] 如果看了我之前的文章,这个节你就可以忽略了,这个是针对一些刚入门的选手存在的困惑进行写的一篇文章. 很多Spring Boot开发者总是使用 ...
随机推荐
- [daily][btrfs][mlocate][updatedb] mlocate不认识btrfs里面的文件
这是mlocate的一个bug, 截至到目前还没有修复, 至少在redhat上没有修复. https://bugzilla.redhat.com/show_bug.cgi?id=906591 解决方法 ...
- 最大似然估计(Maximum likelihood estimation)(通过例子理解)
似然与概率 https://blog.csdn.net/u014182497/article/details/82252456 在统计学中,似然函数(likelihood function,通常简写为 ...
- LeetCode 682 Baseball Game 解题报告
题目要求 You're now a baseball game point recorder. Given a list of strings, each string can be one of t ...
- Java之旅_高级教_集合框架
摘自:http://www.runoob.com/java/java-collections.html Java 集合框架 早在Java2之前,java 就提供了特设类.比如:Dictionary,V ...
- java怎么实现统计一个字符串中字符出现的次数
问题:假设字符串仅仅保护a-z 的字母,java怎么实现统计一个字符串中字符出现的次数?而且,如果压缩后的字符数不小于原始字符数,则返回. 处理逻辑:首先拆分字符串,以拆分出的字符为key,以字符出现 ...
- swift 颜色设置方法
如下: func RGB(red: CGFloat, green: CGFloat, blue: CGFloat) -> UIColor { return UIColor.init(red: r ...
- Redis所支持的数据结构
1.启动Redis2.Redis所支持的数据结构 2.1.Redis常用操作 2.2.String类型及操作 2.3.Hash类型及操作 2.4.List类型及操作 2.5.Set类型及操作 2.6. ...
- 深入理解Java虚拟机笔记
1. Java虚拟机所管理的内存 2. 对象创建过程 3. GC收集 4. HotSpot算法的实现 5. 垃圾收集器 6. 对象分配内存与回收细节 7. 类文件结构 8. 虚拟机类加载机制 9.类加 ...
- python 遇到的问题及解答
1.使用pip安装python 模块 打开cmd 输入pip install *,如pip install numpy 等待安装(如下) C:\WINDOWS\System32>pip i ...
- bat处理打开关闭exe
@echo off rem rem 注释 tastkill /f /im a.exe cd %CD% %CD:~0,1%: cd %Cd%b start %CD%a.exe cd .. %CD:~0 ...