- 累计送礼:
- 0 个
- 累计收礼:
- 1 个
TA的每日心情 | 开心 2026-7-12 04:10 |
|---|
签到天数: 209 天 连续签到: 2 天 [LV.7]常住居民III

管理员
  
- VIP
- 7
- 卡币
- 29961
- OK点
- 16
- 推广点
- 0
- 同能卷
- 50
- 积分
- 38832


|
Note
This plugin's available for commercial use
Purpose
Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles
Introduction
Spoiler: Introduction Code: - * 1. When the party's out of battles, an actor can bind hotkeys to his/her
- * currently usable/unusable skills in the skill menu, unless the result
- * of the relevant notetags indicates otherwise
- * All these bindings will be saved
- * 2. When the party's inside battles, an actor having nonempty hotkey slot
- * can use hotkeys to use their corresponding usable skills directly,
- * unless the result of the relevant notetags indicates otherwise
复制代码
Compatibility Fix
DoubleX RMMV Skill Hotkeys Compatibility
Videos
Spoiler: Videos
Games using this plugin
None so far
Parameters
Spoiler: Parameters
Notetags
Spoiler: Notetags Code: - * Among all the same notetag types in the same data, only the 1st one
- * can be effective(Reference tag: NOTETAG_MONO)
- * Each line can only have at most 1 notetag(Reference tag: LINE_MONO)
- *----------------------------------------------------------------------------
- * # Actor/Class/Weapon/Armor/State/Skill Notetags:
- * Having no effective notetag means the actors can bind hotkeys
- * to the skills(Reference tag: DEFAULT_TRUE)
- * 1. <bind skill hotkey: BSHX>
- * - Sets whether the actor can bind hotkeys for the skill as the
- * value returned by function with name BSHX, which can only be
- * edited in the configuration region, which is inside this plugin
- * js file contents, directly
- * - E.g.:
- * <bind skill hotkey: BSH1> will set the actor to always be able to
- * bind the skill due to BSH1, which is the name of a function in
- * the configuration region, always returning true
- * # Actor/Class/Weapon/Armor/State Notetags:
- * Having no effective notetag means the actors can use hotkeys
- * 1. <use skill hotkey: USHX>
- * - Sets whether the actor can use hotkeys as the value returned by
- * function with name USHX, which can only be edited in the
- * configuration region, which is inside this plugin js file
- * contents, directly
- * - E.g.:
- * <use skill hotkey: USH1> will set the actor to always be able to
- * use the skill due to USH1, which is the name of a function in the
- * configuration region, always returning true
复制代码
Plugin Calls
Spoiler: Plugin Calls Code: - * # Configuration manipulations
- * 1. $gameSystem.skillHotkeys.params.param
- * - Returns the stored value of param listed in the plugin manager or
- * their configuration counterpart
- * - E.g.:
- * $gameSystem.skillHotkeys.params.isEnabled will return the
- * contents of a function returning a Boolean indicating whether
- * this plugin's enabled
- * 2. $gameSystem.skillHotkeys.params.param = funcContents
- * - Sets the stored value of param listed in the plugin manager or
- * their configuration counterpart as funcContents, which is the
- * contents of a function
- * - E.g.:
- * $gameSystem.skillHotkeys.params.isEnabled = return false; will
- * set the stored value of parameter isEnabled shown on the plugin
- * manager or its configuration counterpart as return false;,
- * causing the corresponding function to always return false, thus
- * always disabling this plugin
- * - $gameSystem.skillHotkeys.params.param changes will be saved
- * - DoubleX_RMMV.Skill_Hotkeys.params.param = func, where func is the
- * corresponding function having funcContents as its contents,
- * should be explicitly called immediately afterwards
- * 3. $gameSystem.skillHotkeys.cfgs.cfg
- * - Basically the same as $gameSystem.skillHotkeys.params.param,
- * except that this plugin call applies to configurations found in
- * the configuration region only
- * 4. $gameSystem.skillHotkeys.cfgs.cfg = funcContents
- * - Basically the same as
- * $gameSystem.skillHotkeys.params.param = funcContents, except that
- * this plugin call applies to configurations found in the
- * configuration region only
- * - DoubleX_RMMV.Skill_Hotkeys.cfgs.cfg = func, where func is the
- * corresponding function having funcContents as its contents,
- * should be explicitly called immediately afterwards
- * 5. $gameSystem.skillHotkeys.notes.note
- * - Basically the same as $gameSystem.skillHotkeys.params.param,
- * except that this plugin call applies to notetag values found in
- * the configuration region
- * 6. $gameSystem.skillHotkeys.notes.note = funcContents
- * - Basically the same as
- * $gameSystem.skillHotkeys.params.param = funcContents, except that
- * this plugin call applies to notetag values found in the
- * configuration region
- * - DoubleX_RMMV.Skill_Hotkeys.notes.note = func, where func is the
- * corresponding function having funcContents as its contents,
- * should be explicitly called immediately afterwards
- * # Actor/Class/Weapon/Armor/State/Skill notetag manipulations
- * 1. meta.skillHotkeys.canBind
- * - Returns the function name BSHX, which is a String, in
- * <bind skill hotkey: BSHX>
- * - E.g.:
- * $dataStates[1].meta.skillHotkeys.canBind will return the function
- * name BSH1, which is a String, in <bind skill hotkey: BSH1>
- * notetag of state with id 1
- * 2. meta.skillHotkeys.canBind = BSHX
- * - Sets the <bind skill hotkey: BSHX> notetag to use the function
- * with name BSHX, which is a String
- * - E.g.:
- * $dataActors[2].meta.skillHotkeys.canBind = BSH1 will set the
- * <bind skill hotkey: BSHX> notetag of actor with id 2 to use the
- * function with name BSH1, with is a String
- * - The function name must be one of the notetag values in the
- * configuration region
- * - All meta.statusBars changes can be saved if
- * DoubleX RMMV Dynamic Data is used
- * 3. meta.skillHotkeys.canUse
- * - Basically the same as meta.skillHotkeys.canBind, except that this
- * plugin call works with <use skill hotkey: USHX>
- * 4. meta.skillHotkeys.canUse = USHX
- * - Basically the same as meta.skillHotkeys.canBind = BSHX, except
- * that this plugin call works with <use skill hotkey: USHX>
- * # Actor manipulations
- * 1. bindSkillHotkey(skillId, hotkey)
- * - Binds the hotkey with symbol hotkey to the skill with id skillId
- * for the actor involved, bypassing all <bind skill hotkey: BSHX>
- * notetags
- * - E.g.:
- * $gameParty.aliveMembers()[0].bindSkillHotkey(1, #1) will bind the
- * hotkey with symbol #1 to the skill with id 1 for the 1st alive
- * party member
- * - Don't use this plugin call when players are
- * binding/using hotkeys unless you really know what you're truly
- * doing
- * 2. canBindSkillHotkey(skillId)
- * - Returns whether the actor involved can bind hotkeys for the skill
- * with id skillId
- * - E.g.:
- * $gameParty.aliveMembers()[0].canBindSkillHotkey(1) will return
- * whether the 1st alive party member can bind hotkeys for the skill
- * with id 1
- * 3. canUseSkillHotkey(skillId)
- * - Returns whether the actor involved can use the hotkey bound to
- * the skill with id skillId
- * - E.g.:
- * $gameActors.actor(1).canUseSkillHotkey(1) will return whether the
- * actor with id 1 can use the hotkey bound to the skill with id 1
- * 4. isSkillHotkeysBound(skillId)
- * - Returns whether the actor has bound a hotkey for the skill with
- * id skillId
- * - E.g.:
- * $gameParty.aliveMembers()[$gameParty.aliveMembers().length - 1].
- * isSkillHotkeysBound(1) will return whether the last alive
- * party member has bound a hotkey for the skill with id 1
- * 5. boundSkillHotkeys(skillId)
- * - Returns the list of symbols of hotkeys bound to the skill with id
- * skillId
- * - E.g.:
- * $gameParty.aliveMembers()[$gameParty.aliveMembers().length - 1].
- * boundSkillHotkeys(1) will return the list of symbols of
- * hotkeys bound to the skill with id 1
- * 6. hotkeys()
- * - Returns the list of symbols of hotkeys bound to skills
- * - E.g.:
- * $gameParty.aliveMembers()[$gameParty.aliveMembers().length - 1].
- * hotkeys() will return the list of symbols of hotkeys
- * bound to the skills
- * 7. raiseSkillHotkeyNoteChangeFactors()
- * - Notifys that all notetags might need to be reevaluated due to
- * potential data source changes or changes in the actor involved
- * - This plugin call should be called whenever there are potential
- * changes in the bindNoteChainingRule/useNoteChainingRule
- * parameter/configuration
- * - E.g.:
- * $gameActors.actor(1).raiseSkillHotkeyNoteChangeFactors() will
- * notify the actor with id 1 that all notetags might need to be
- * reevaluated due to potential data source changes or changes in
- * the actor involved
- * 8. skillHotkeys.hotkeyMapping
- * - Access the mapping from the hotkey symbols to the skill ids where
- * the hotkey represented by the formers' bound to the skill
- * referred by the latters
- * - E.g.:
- * $gameActors.actor(1).skillHotkeys.hotkeyMapping will access the
- * mapping from the hotkey symbols to the skill ids where the hotkey
- * represented by the formers' bound to the skill referred by the
- * latters for the actor with id 1
- * 9. skillHotkeys.noteChangeFactors[note][factor] = true
- * - Notifys that the notetag note might need to be reevaluated due to
- * potential changes in factor factor
- * - note is either "canBind", referring to the notetag
- * <bind skill hotkey: BSHX>, or 'canUse", referring to the notetag
- * <use skill hotkey: USHX>
- * - factor is either "states", meaning the changes in state notetags,
- * "armors", meaning the changes in armor notetags, "weapons",
- * meaning the changes in weapon notetags, "classes", meaning the
- * changes in classes notetags, "actors", meaning the changes in
- * actors notetags, or "priority", meaning the changes in the
- * bindNotePriority/useNotePriority parameter/configuration
- * - E.g.:
- * $gameParty.aliveMembers()[$gameParty.aliveMembers().length - 1].
- * skillHotkeys. noteChangeFactors[canBind][priority] = true
- * will notify the last alive party member that the
- * <bind skill hotkey: BSHX> notetag might need to be reevaluated
- * due to potential changes in the bindNotePriority
- * parameter/configuration
- * (The counterpart for <use skill hotkey: USHX> is useNotePriority)
复制代码
Plugin Commands
Spoiler: Plugin Commands Code: - * 1. bindSkillHotkey actorId skillId hotkey
- * - The same as the plugin call bindSkillHotkey(skillId, hotkey) in
- * Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 2. canBindSkillHotkey actorId skillId
- * - The same as the plugin call canBindSkillHotkey(skillId) in
- * Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 3. canUseSkillHotkey actorId skillId
- * - The same as the plugin call canUseSkillHotkey(skillId) in
- * Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 4. isSkillHotkeysBound actorId skillId
- * - The same as the plugin call isSkillHotkeysBound(skillId) in
- * Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 5. boundSkillHotkeys actorId skillId
- * - The same as the plugin call boundSkillHotkeys(skillId) in
- * Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 6. hotkeys actorId
- * - The same as the plugin call hotkeys() in Actor manipulations for
- * the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
- * 7. raiseSkillHotkeyNoteChangeFactors actorId
- * - The same as the plugin call raiseSkillHotkeyNoteChangeFactors()
- * in Actor manipulations for the actor with id actorId
- * - Don't use this plugin command for actors that don't exist yet
- * unless you really know what you're truly doing
复制代码
Configurations
Spoiler: Configurations Code: - /**
- * The this pointer refers to the actor involved
- * Sets the list of hotkeys mapped with their corresponding names
- * None of the hotkeys are supposed to be changed during the same battle
- * Using a keyboard mapping plugin, like Quasi Input, can be useful here
- * Ensure it won't return different values when binding/using hotkeys
- * unless you really know what you're truly doing
- * Potential Hotspot/Nullipotent
- * @returns {Object[String, String]} The requested hotkey-name mapping
- * @since v1.00a
- * @version v1.00a
- */
- hotkeyNames: function() {
- return {
- "#1" : "1", // Hotkey #1 with name 1
- "#2" : "2", // Hotkey #2 with name 2
- "#3" : "3", // Hotkey #3 with name 3
- "#4" : "4", // Hotkey #4 with name 4
- "#5" : "5", // Hotkey #5 with name 5
- "#6" : "6", // Hotkey #6 with name 6
- "#7" : "7", // Hotkey #7 with name 7
- "#8" : "8", // Hotkey #8 with name 8
- "#9" : "9", // Hotkey #9 with name 9
- "#0" : "0" // Hotkey #0 with name 0
- };
- } // hotkeyNames
复制代码
Author Notes
Spoiler: Author Notes Code: - * 1. DoubleX RMMV Skill Hotkeys aims to give extreme control and freedom
- * to users by making it as flexible as I can with as little damage to
- * user-friendliness as I can
复制代码
Instructions
Spoiler: Instructions Code: - * 1. If you want to edit configurations instead of parameters, you must
- * open this js file to access its configuration region
- * Some settings, like the hotkey mappings, are only available as
- * configurations
- * 2. The default plugin file name is DoubleX RMMV Skill Hotkeys v100a
- * If you want to change that, you must edit the value of
- * DoubleX_RMMV.Skill_Hotkeys_File, which must be done via opening
- * this plugin js file directly
- * 3. If you wish to use DoubleX RMMV Skill Hotkeys Unit Test, place it
- * right below this plugin
复制代码
Prerequisites
Spoiler: Prerequisites Code: - * Abilities:
- * 1. Nothing special for most ordinary cases
- * 2. Little RMMV plugin development proficiency for more advanced uses
- * 3. Some RMMV plugin development proficiency to fully utilize this
复制代码
Terms Of Use
Spoiler: Terms Of Use Code: - * 1. Commercial use's always allowed and crediting me's always optional.
- * 2. You shall keep this plugin's Plugin Info part's contents intact.
- * 3. You shalln't claim that this plugin's written by anyone other than
- * DoubleX or my aliases. I always reserve the right to deny you from
- * using any of my plugins anymore if you've violated this.
- * 4. CC BY 4.0, except those conflicting with any of the above, applies
- * to this plugin, unless you've my permissions not needing follow so.
- * 5. I always reserve the right to deny you from using this plugin
- * anymore if you've violated any of the above.
复制代码
Authors
DoubleX
Changelog
Spoiler: Changelog Code: - * v1.01b(GMT 0400 13-2-2021):
- * 1. Fixed the bug of being able to select unusable hotkey skills in the
- * skill window in battles
- * v1.01a(GMT 1400 17-7-2019):
- * 1. Lets you show skill names instead of icons in the hotkey list
- * 2. Lets you show hotkey icons instead of names in the hotkey list
- * (v1.01a+ will be incompatible with v1.00a due to hotkeyNames changes)
- * v1.00a(GMT 0900 8-9-2017):
- * 1. 1st version of this plugin finished
复制代码
Download Links
DoubleX RMMV Skill Hotkeys
DoubleX RMMV Skill Hotkeys Unit Test
本贴来自国际rpgmaker官方论坛作者:DoubleX处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址: https://forums.rpgmakerweb.com/threads/doublex-rmmv-skill-hotkeys.83776/ |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有账号?立即注册
x
|