Rpgmakermv(32) Yep_mainmenumanager

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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.

 

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Examples实例

============================================================================

 

The following are some examples to help you add/alter/change the way

commands appear for your main menu.

 

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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.

 

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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.

 

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============================================================================

Changelog

============================================================================

 

Version 1.01:

- Added ‘Hide Actor Window‘, ‘Hide Gold Window‘, ‘Blurry Background‘

parameters for the plugin settings.

 

Version 1.00:

- Finished plugin!

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