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DirectMenuPatch #3192
DirectMenuPatch #3192
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I will redo the API of these scenes to take an array of actors instead. Your solution works but lets improve it while we are at it (these scenes are around 10 years old, everything a bit dated ^^) |
Rebased and updated the API... About your extension to the Open Menu event command: I think this should get "ValueOrVariable" support so you can do indirection through it. (otherwise it has less functionality than the patch). |
I will remove this part for now to make the PR-merge ready. if (Player::HasEasyRpgExtension() && com.parameters.size() > 1) {
subscreen_id = com.parameters[0];
if (com.parameters.size() > 1) {
actor_index = com.parameters[1];
}
if (com.parameters.size() > 2 && com.parameters[2]) {
is_db_actor = true;
}
} I'm in favour of this but imo it needs some extensions for the full potential:
|
…instance of Game_Actor Scenes that can handle multiple actors expect now an vector of actors. Makes it more flexible.
Honestly this redirection of the menu invocation is so useful that it must become a real feature later. |
Implementation for the DirectMenuPatch for RM2k(3) as described in Makerpendiums patch database:
https://dev.makerpendium.de/docs/patch_db/main-en.htm?page=direct_menu
This patch is enabled by adding the following line to the [Patch] section in EasyRPG.ini
DirectMenu=[VariableId]
Additionally the "OpenMainMenu" command is extended to mirror the same functionality. (If both variants are used, scenes set via command parameter take priority)
1st param: scene id
2nd param: party member id or actor id
3rd param: 0: party member id is used, 1: db actor id is used
Default var ids for this patch are V3326 & V3327
EDIT: It should be noted that in this implementation scene id 4 (Status) also works for RM2K and not just 2k3 engine type games.