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[已经过期] 萌新问下这个插件 显示地图图标按钮为什么无效

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发表于 2016-8-3 11:58:15 | 显示全部楼层 |阅读模式

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萌新的预期:
在地图上显示一些icon,点击打开菜单栏,但是并没有显示出来
修改了插件设置中的icon图标和位置,也不行

QQ图片20160803114801.png



[pre lang="javascript" file="DMV_MapButtons"]// ============================================================================
// Plug-in: DMV_MapButtons.js
// Version: 1.0.1
// Author: David Bow (Dekita)
// MailTo: dekita@dekyde.com
// ============================================================================

/*:
* @author Dekita (www.dekyde.com)
*
* @plugindesc This plugin allows for the game map screen to show some
* cool menu buttons that run user defined code upon trigger.
*
* @help
* ============================================================================
* ■ System Information:
* ============================================================================
* This plugin creates upto 25 map buttons that can be used to run almost any
* code you desire. By default, 7 of these buttons trigger the main menu
* scenes, and the rest buttons are left used to allow for expansion with  
* custom plugins that create a new scene.
*
* Each button consists of two states - hot, and cold.
* Cold state means that the button is not being pressed, hot means that it is.
* Each state also has its own image, in this case, an icon. This means that
* each map button is designated two icon id's, one for hot, and one for cold.
*
* Note:
* As of v1.0.1 there is a dedicated page for this system on my website,
* The aforementioned page has some examples of the advanced features this
* system provides. It can be found at the following web address:
* www.dekyde.com/dmv-mapbuttons
*
* ============================================================================
* ■ Script Calls:
* ============================================================================
* $gameSystem.resetMapButtons();
* \_: Resets all map buttons x, y, icons, function, visible flags to default
*
* $gameSystem.mapButton(id);
* \_: Returns the button sprite for map button 'id'
*
* $gameSystem.mapButtonX(id);
* \_: Returns the button sprite x position for map button 'id'
*
* $gameSystem.setMapButtonX(id, newX);
* | : Sets the x position of map button 'id' to 'newX'
* \_: Returns the new x position, or -1 if invalid id given
*
* $gameSystem.mapButtonY(id);
* \_: Returns the button sprite y position for map button 'id'
*
* $gameSystem.setMapButtonY(id, newY);
* | : Sets the y position of map button 'id' to 'newY'
* \_: Returns the new y position, or -1 if invalid id given
*
* $gameSystem.mapButtonIcon1(id);
* \_: Returns the cold icon for button 'id', or 0 if invalid id given
*
* $gameSystem.mapButtonIcon2(id);
* \_: Returns the hot icon for button 'id', or 0 if invalid id given
*
* $gameSystem.setMapButtonIcons(id, icon1, icon2);
* | : Sets button 'id's cold icon to 'icon1', and hot icon to 'icon2'
* \_: Returns true if icons changed, false otherwise
*
* $gameSystem.mapButtonVisible(id);
* \_: Returns the visibility for button 'id', or false if invalid id given
*
* $gameSystem.setMapButtonVisible(id, visiBool);
* | : Sets the visibility of button 'id' to 'visiBool'
* \_: Returns the new visibility for button 'id', or false if invalid id given
*
* $gameSystem.mapButtonFunk();
* \_: Returns the function string for button 'id', or false if invalid id
*
* $gameSystem.setMapButtonFunk(id, newFunkString);
* | : Sets the function for button 'id' to 'newFunkString'
* \_: Returns the new function string for button 'id', or false if invalid id
*
* ============================================================================
* ■ Terms && Conditions:
* ============================================================================
* This plugin is completely free to use, both commercially and privately -
* Providing the following copy is shown within the project credits;
*
* Copyright (C) 2015 - Dekyde Studios
* Dekyde Studios Developer: Dekita - dekita(at)dekyde.com
*
* Additionally, this header should remain intact at all times.
*
* You are not allowed to redistribute this plugin directly. Instead, provide
* a link to the following website;
* www.dekyde.com
*
* ============================================================================
* ■ Financial Contributions:
* ============================================================================
* If you like my work and want to see more of it in the future, I ask that you
* consider offering a financial donation.
*
* Most of the plugins I write are free to use commercially, and many hours of
* work go into each and every one - not including the time spent bug hunting
* and performing optimization modifications.
*
* If you do wish to provide your support, you can do so at the following link;
* www.patreon.com/Dekita
*
* ============================================================================
* ■ Stay Up To Date:
* ============================================================================
* I advise that you check regularly to see if any of the plugins you use
* have been updated. The plugin updates will include things like bugfixes and
* new features, so it is highly recommended.
*
* You can get the latest versions of my Mv plugins from www.dekyde.com/DMV
*
* ============================================================================
* ■ Change Log:
* ============================================================================
* v.1.0.1 - Changed plugin name from DMV_MapMenuButtons to DMV_MapButtons,
*         - Complete overhaul to button containers structure,
*         - Increased possible buttons from 9 to 25,
*         - Added script call: $gameSystem.resetMapButtons();
*         - Added script call: $gameSystem.mapButton();
*         - Added script call: $gameSystem.mapButtonX();
*         - Added script call: $gameSystem.mapButtonY();
*         - Added script call: $gameSystem.setMapButtonX();
*         - Added script call: $gameSystem.setMapButtonY();
*         - Added script call: $gameSystem.mapButtonIcon1();
*         - Added script call: $gameSystem.mapButtonIcon2();
*         - Added script call: $gameSystem.setMapButtonIcons();
*         - Added script call: $gameSystem.mapButtonVisible();
*         - Added script call: $gameSystem.setMapButtonVisible();
*         - Added script call: $gameSystem.mapButtonFunk();
*         - Added script call: $gameSystem.setMapButtonFunk();
* v.1.0.0 - Initial Release,
*
* ============================================================================
*  www.dekyde.com
* ============================================================================
* @param Button 1 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 466, 2, 321, 337, 1
* @default 466, 2, 321, 337, 1
*
* @param Button 1 Func
* @desc Sets the function used for when button 1 is triggered
* @default SceneManager.push(Scene_Item)
*
* @param Button 2 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 500, 2, 323, 339, 1
* @default 500, 2, 323, 339, 1
*
* @param Button 2 Func
* @desc Sets the function used for when button 2 is triggered
* @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Skill)
*
* @param Button 3 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 534, 2, 324, 340, 1
* @default 534, 2, 324, 340, 1
*
* @param Button 3 Func
* @desc Sets the function used for when button 3 is triggered
* @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Equip)
*
* @param Button 4 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 568, 2, 326, 342, 1
* @default 568, 2, 326, 342, 1
*
* @param Button 4 Func
* @desc Sets the function used for when button 4 is triggered
* @default $gameParty.setMenuActor($gameParty.leader());SceneManager.push(Scene_Status)
*
* @param Button 5 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 602, 2, 329, 345, 1
* @default 602, 2, 329, 345, 1
*
* @param Button 5 Func
* @desc Sets the function used for when button 5 is triggered
* @default SceneManager.push(Scene_Options)
*
* @param Button 6 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 636, 2, 331, 347, 1
* @default 636, 2, 331, 347, 1
*
* @param Button 6 Func
* @desc Sets the function used for when button 6 is triggered
* @default SceneManager.push(Scene_Save)
*
* @param Button 7 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: 670, 2, 332, 348, 1
* @default 670, 2, 332, 348, 1
*
* @param Button 7 Func
* @desc Sets the function used for when button 7 is triggered
* @default SceneManager.push(Scene_GameEnd)
*
* @param Button 8 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 8 Func
* @desc Sets the function used for when button 8 is triggered
* @default null
*
* @param Button 9 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 9 Func
* @desc Sets the function used for when button 9 is triggered
* @default null
*
* @param Button 10 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 10 Func
* @desc Sets the function used for when button 10 is triggered
* @default null
*
* @param Button 11 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 11 Func
* @desc Sets the function used for when button 11 is triggered
* @default null
*
* @param Button 12 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 12 Func
* @desc Sets the function used for when button 12 is triggered
* @default null
*
* @param Button 13 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 13 Func
* @desc Sets the function used for when button 13 is triggered
* @default null
*
* @param Button 14 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 14 Func
* @desc Sets the function used for when button 14 is triggered
* @default null
*
* @param Button 15 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 15 Func
* @desc Sets the function used for when button 15 is triggered
* @default null
*
* @param Button 16 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 16 Func
* @desc Sets the function used for when button 16 is triggered
* @default null
*
* @param Button 17 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 17 Func
* @desc Sets the function used for when button 17 is triggered
* @default null
*
* @param Button 18 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 18 Func
* @desc Sets the function used for when button 18 is triggered
* @default null
*
* @param Button 19 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 19 Func
* @desc Sets the function used for when button 19 is triggered
* @default null
*
* @param Button 20 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 20 Func
* @desc Sets the function used for when button 20 is triggered
* @default null
*
* @param Button 21 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 21 Func
* @desc Sets the function used for when button 21 is triggered
* @default null
*
* @param Button 22 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 22 Func
* @desc Sets the function used for when button 22 is triggered
* @default null
*
* @param Button 23 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 23 Func
* @desc Sets the function used for when button 23 is triggered
* @default null
*
* @param Button 24 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 24 Func
* @desc Sets the function used for when button 24 is triggered
* @default null
*
* @param Button 25 Data
* @desc Sets x, y, coldIcon, hotIcon, and visibility flag
* Default: -1, -1, 0, 0, 0
* @default -1, -1, 0, 0, 0
*
* @param Button 25 Func
* @desc Sets the function used for when button 25 is triggered
* @default null
*/

/**
* Checks for DMV Core plugin and register if available
*/
(function(){
  if (typeof DMV === 'undefined') {
    var strA = "You need to install the DMV_Core plugin ";
    var strB = "in order for other DMV plugins to work!";
    throw new Error(strA + strB);
  }else{
    if (!DMV.require("DMV_Core","1.0.1")){
      throw new Error("Your copy of DMV Core is outdated, please update!!");
    };
    DMV.register("MapButtons", "1.0.1", "16/11/2o15");
  }
})();

/**
* AnonomousFunction(DMV)
*/
(function($){
  /**
   * Use strict mode
   */
  "use strict";
  
  /**
   * params
   * Holds all parameters for this plugin
   */
  var params = PluginManager.parameters('DMV_MapButtons');

  /**
   * button_size
   * Holds integer for number of default button params to read
   */
  var button_size = 25;

  /**
   * DMV.createMapButton(icon1, icon2, parent)
   * @param icon1 the icon to show for buttons cold frame
   * @param icon2 the icon to show for buttons hot frame
   * @param parent [optional] if given will call addChild
   *        to add the button into the parents child list
   * @return new button
   */
  $.createMapButton = function(parent, id) {
    var button = new $.Sprite.MapButton(id);
    button.bitmap = ImageManager.loadSystem('IconSet');
    var icon1 = $gameSystem.mapButtonIcon1(id);
    var icon2 = $gameSystem.mapButtonIcon2(id);
    button.setBothFrames(icon1, icon2);
    if (parent !== undefined && parent.addChild){
      parent.addChild(button);
    };
    return button;
  };

  /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   * DMV.Sprite.MapButton.prototype Variables && Functions
   **/////////////////////////////////////////////////////
  $.Sprite.MapButton = $.extend(Sprite_Button);
  (function (mapbutt){
    /**
     * DMV.Sprite.MapButton.prototype.initialize(buttID);
     * @param buttID the id of this button
     * Initializes the map button
     */
    var initialize = mapbutt.initialize;
    mapbutt.initialize = function(buttID) {
      initialize.apply(this, arguments);
      this._map_butt_id = buttID;
    };
    /**
     * DMV.Sprite.MapButton.prototype.isButtonTouched();
     * @return true if button is being touched and  
     * game message is not showing, false otherwise.
     */
    var isButtonTouched = mapbutt.isButtonTouched;
    mapbutt.isButtonTouched = function(){
      return !$gameMessage.isBusy() && isButtonTouched.apply(this, arguments);
    }

    /**
     * DMV.Sprite.MapButton.prototype.setBothFrames(icon1, icon2);
     * @param icon1 the icon to show for buttons cold frame
     * @param icon2 the icon to show for buttons hot frame
     */
    mapbutt.setBothFrames = function(icon1, icon2){
      var bw = Window_Base._iconWidth, bh = Window_Base._iconHeight;
      this.setColdFrame(icon1%16*bw, Math.floor(icon1/16)*bh, bw, bh);
      this.setHotFrame(icon2%16*bw, Math.floor(icon2/16)*bh ,bw, bh);
    }

    /**
     * DMV.Sprite.MapButton.prototype.callClickHandler();
     * Calls the function associated with this button.
     */
    mapbutt.callClickHandler = function() {
      var funk = $gameSystem.mapButtonFunk(this._map_butt_id);
      if (funk) { Function(funk).apply(this, arguments) };
    };

    /**
     * DMV.Sprite.MapButton.prototype.update();
     * Updates this button and ensures the visibility, x, and y
     * values for the sprite are also updated accordingly.
     */
    var update = mapbutt.update;
    mapbutt.update = function() {
      update.apply(this, arguments);
      this.visible = $gameSystem.mapButtonVisible(this._map_butt_id);
      this.x = $gameSystem.mapButtonX(this._map_butt_id);
      this.y = $gameSystem.mapButtonY(this._map_butt_id);
    };
    /**
     * End DMV.Sprite.MapButton.prototype declarations
     */
  })($.Sprite.MapButton.prototype);


  /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   * Spriteset_Map.prototype Variables && Functions
   **//////////////////////////////////////////////
  (function (sprmap) {
    /**
     * Spriteset_Map.prototype.createUpperLayer();
     * Calls previous function definition and then creates
     * all the menu buttons that should be shown on the map
     */
    var createUpper = sprmap.createUpperLayer;
    sprmap.createUpperLayer = function() {
      createUpper.apply(this, arguments);
      this.createMapButtons();
    };

    /**
     * Spriteset_Map.prototype.createMapButtons();
     * Adds all menu buttons that should be shown onto the spriteset.
     */
    sprmap.createMapButtons = function() {
      this._mapButtons = [];
      var button, funktn, x, y, i;
      for (i=0; i < button_size; i++){
        x = $gameSystem.mapButtonX(i);
        y = $gameSystem.mapButtonY(i);
        if (x != -1 && y != -1){
          button = DMV.createMapButton(this, i);
        }else{
          button = false;
        };
        this._mapButtons.push(button);
      };
    };
    /**
     * End Spriteset_Map.prototype declarations
     */
  })(Spriteset_Map.prototype);


  /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   * Game_Temp.prototype Variables && Functions
   **//////////////////////////////////////////
  (function (temp) {
    /**
     * Game_Temp.prototype.map_buttons
     * @return the maps buttons sprite array, if on the map of course.
     */
    $.reader(temp,'map_buttons', function(){
      var a = SceneManager._scene._spriteset;
      return $.isScene(Scene_Map) && a ? a._mapButtons : [];
    });

    /**
     * Game_Temp.prototype.setDestinationNotaButton()
     * Ensures a button was not pressed at the current TouchInput x && y
     * Called internally from within Game_Temp.setDestination();
     * @return false if input was within the space of a button.
     * @return true otherwise.
     */
    temp.setDestinationNotaButton = function(){
      var bt, ix, iy;
      var x = TouchInput.x;
      var y = TouchInput.y;
      var s = this.map_buttons.length;
      for (var i = 0; i < s; i++){
        bt = this.map_buttons;
        ix = (x >= bt.x) && (x <= bt.x + bt.width);
        iy = (y >= bt.y) && (y <= bt.y + bt.height);
        if (ix && iy) {return false};
      };
      return true;
    };

    /**
     * Game_Temp.prototype.setDestination(x,y)
     * Ensures a button is not pressed at the desired
     * point and if not, allows the previous definition
     * to be called which will make the player move.
     */
    var setDest = temp.setDestination;
    temp.setDestination = function(x, y) {
      if (this.setDestinationNotaButton()){
        setDest.apply(this, arguments);
      };
    };
    /**
     * End Game_Temp.prototype declarations
     */
  })(Game_Temp.prototype);


  /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   * Game_System.prototype Variables && Functions
   **////////////////////////////////////////////
  (function (syst){
    /**
     * Game_System.prototype.initialize();
     * Initializes the button data for the game
     */
    var initialize = syst.initialize;
    syst.initialize = function() {
      initialize.apply(this, arguments);
      this.resetMapButtons();
    };

    /**
     * Game_System.prototype.resetMapButtons();
     * Resets the button data for the game
     */
    syst.resetMapButtons = function(){
      this._mapButtonDatas = [null];
      this._mapButtonFunks = [null];
      for (var i = 1; i <= button_size; i++) {
        var string = 'Button ' + i + ' ';
        this._mapButtonDatas.push($.mapParams2n(params[string+'Data']));
        this._mapButtonFunks.push(params[string+'Func']);
      };
    };
   
    /**
     * Game_System.prototype.isMapButt(id);
     * @param id the button id to ensure is valid
     * @return true or false, based on if button is valid
     */
    syst.isMapButt = function(id){
      return id > 0 && id <= button_size;
    };

    /**
     * Game_System.prototype.mapButton(id);
     * @param id the id of the button to get
     * @return the button sprite if valid, else null
     */
    syst.mapButton = function(id) {
      return this.isMapButt(id) ? $gameTemp.map_buttons[id] : null;
    }
   
    /**
     * Game_System.prototype.mapButtonX(id);
     * @param id the id of the button to check
     * @return the button's x position if valid, else -1
     */
    syst.mapButtonX = function(id){
      return this.isMapButt(id) ? this._mapButtonDatas[id][0] : -1;
    };
   
    /**
     * Game_System.prototype.setMapButtonX(id, newX);
     * @param id the id of the button to check
     * @param newX the new x position to set for the button id
     * @return buttons new y position if valid
     * @return false if not valid button
     */
    syst.setMapButtonX = function(id, newX){
      return this.isMapButt(id) ? this._mapButtonDatas[id][0] = newX : false;
    };
   
    /**
     * Game_System.prototype.mapButtonY(id);
     * @param id the id of the button to check
     * @return the button's y position if valid, else -1
     */
    syst.mapButtonY = function(id){
      return this.isMapButt(id) ? this._mapButtonDatas[id][1] : -1;
    };
   
    /**
     * Game_System.prototype.setMapButtonY(id, newY);
     * @param id the id of the button to check
     * @param newY the new y position to set for the button id
     * @return buttons new y position if valid
     * @return false if not valid button
     */
    syst.setMapButtonY = function(id, newY){
      return this.isMapButt(id) ? this._mapButtonDatas[id][1] = newY : false;
    };
   
    /**
     * Game_System.prototype.mapButtonIcon1(id);
     * @param id the id of the button to check
     * @return the button's cold icon id if valid, else 0
     */
    syst.mapButtonIcon1 = function(id){
      return this.isMapButt(id) ? this._mapButtonDatas[id][2] : 0;
    };

    /**
     * Game_System.prototype.mapButtonIcon2(id);
     * @param id the id of the button to check
     * @return the button's hot icon id if valid, else 0
     */
    syst.mapButtonIcon2 = function(id){
      return this.isMapButt(id) ? this._mapButtonDatas[id][3] : 0;
    };

    /**
     * Game_System.prototype.setMapButtonIcons(id, icon1, icon2);
     * @param id the id of the button to change icons of
     * @param icon1 the icon to use for the cold icon for this button
     * @param icon2 the icon to use for the hot icon for this button
     * @return true if button icons changed, false otherwise
     */
    syst.setMapButtonIcons = function(buttonID, icon1, icon2){
      var button;
      if (this.isMapButt(buttonID)){
        this._mapButtonDatas[buttonID][2] = icon1;
        this._mapButtonDatas[buttonID][3] = icon2;
        if (button = this.mapButton(buttonID)){
          button.setBothFrames(icon1, icon2);
          return true;
        }
      }
      return false;
    };

    /**
     * Game_System.prototype.mapButtonVisible(id);
     * @param id the id of the button to check
     * @return the button visibility flag if valid button, or false
     */
    syst.mapButtonVisible = function(id){
      return this.isMapButt(id) ? this._mapButtonDatas[id][4] : false;
    };

    /**
     * Game_System.prototype.setMapButtonVisible(id, visiBool);
     * @param id the id of the button to check
     * @param visiBool the boolean to use to set this buttons visibility
     */
    syst.setMapButtonVisible = function(id, visiBool){
      return this.isMapButt(id) ? this._mapButtonDatas[id][4] = visiBool : false;
    };

    /**
     * Game_System.prototype.mapButtonFunk(id);
     * @param id the id of the button to check
     * @return the buttons function string if valid, or false
     */
    syst.mapButtonFunk = function(id){
      return this.isMapButt(id) ? this._mapButtonFunks[id] : false;
    };
   
    /**
     * Game_System.prototype.setMapButtonFunk(id, newFunkString);
     * @param id the id of the button to change functions of
     * @param newFunkString the new function string to use for button id
     */
    syst.setMapButtonFunk = function(id, newFunkString){
      return this.isMapButt(id) ? this._mapButtonFunks[id] = newFunkString : false;
    };
    /**
     * End Game_System.prototype declarations
     */
  })(Game_System.prototype);


  /**\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   * Scene Variables && Functions
   **////////////////////////////

  /**
   * [ private ] aliasSceneStart(sceneProto)
   * Ensures the status window is refreshed upon scene start
   * This fixes a bug where actors faces would not show.
   */
  function aliasSceneStart(sceneProto) {
    var sceneProto_start = sceneProto.prototype.start;
    sceneProto.prototype.start = function() {
      sceneProto_start.apply(this, arguments);
      if (this._statusWindow){
        this._statusWindow.refresh();
      };
    };
  };

  /**
   * Scene_Status.prototype.start()
   */
  aliasSceneStart(Scene_Status);

  /**
   * Scene_Equip.prototype.start()
   * @note this has no effect unless using a custon script
   *  that would show the actor face within equip scene
   */
  aliasSceneStart(Scene_Equip);

  /**
   * Scene_Skill.prototype.start()
   */
  aliasSceneStart(Scene_Skill);
  
  /**
   * End declarations
   */
})(DMV)
/**
* End Plugin
* www.dekyde.com
*/[/pre]
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 楼主| 发表于 2016-8-3 23:54:21 | 显示全部楼层
新人无人权呀
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 楼主| 发表于 2016-8-10 15:32:23 | 显示全部楼层
单机版论坛

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我已经等了一周多啦=。=就吐槽下  发表于 2016-8-10 19:59
表示反对,问问题要有耐心  发表于 2016-8-10 18:08
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发表于 2016-12-9 21:48:15 | 显示全部楼层
时隔4个月的回答,说明现在论坛真的很冷,只有当我这种半新不新的人需要插件,自己有没法写出来,只能出来找的时候,才会看到萌新的辛酸,就想看当年的自己= =、
你这个问题,我才,应该是缺少DMV_Core,这个插件应该是需要和DMV_Core一起用,才能生效的吧。我猜的哟……
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发表于 2016-12-10 09:00:35 | 显示全部楼层
新人不新人的,不是做伸手党的理由。细心并不是只有老手才能具备的品质。发帖提问之前,你有仔细看过插件的内容吗?
sp161210_085724.jpg
有这几个月的时间去等待、去吐槽,难道不能回头看一下插件找找问题在哪儿吗?
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