Updated to mkxp-z v2.2.3 (removed mp3 support)

This commit is contained in:
Maruno17
2021-11-02 21:14:31 +00:00
parent 5ad9f60d61
commit 50d999e7da
10 changed files with 35 additions and 49 deletions

View File

@@ -174,20 +174,6 @@
// "enableReset": true,
// Names of the input buttons in the F1 key bindings
// window. This only affects the names displayed
// there, and won't enable those names as Input
// constants in the scripts.
"bindingNames": {"c": "Use",
"b": "Back",
"a": "Action",
"x": "JumpUp",
"y": "JumpDown",
"z": "Special",
"l": "(unused)",
"r": "(unused)"},
// Allow symlinks for game assets to be followed
// (default: disabled)
//
@@ -208,6 +194,7 @@
// Set the game window icon to 'path/to/icon.png'
// Only functions on Linux.
// (default: none)
//
// "iconPath": "/path/to/icon.png",
@@ -235,29 +222,6 @@
//
// "pathCache": true,
// In some versions of Essentials, overworld code
// requests the player's sprite texture from disk
// at least once every frame. The damage this
// causes is less perceptible in RPG Maker XP,
// but MKXP's RGSSAD code is much slower and will
// cause games to lag. Hard.
//
// I have no interest in fixing it, because:
//
// (A) I don't see any point in such frail encryption, and
// (B) One can easily replicate load_data entirely in Ruby
// (https://gist.github.com/inori-z/0800dbdc213b9936e0e81f64c9a98c4c)
//
// If you insist on using archives, you can use a
// version of Essentials that isn't broken,
// otherwise come up with your own solution
// (there are many), or leave your Graphics files
// loose and disable this option.
// (default: false)
//
// "compressedGraphics": false,
// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
// asset search path (multiple allowed)
// (default: none)
@@ -299,6 +263,7 @@
// "rubyLoadpath": ["/usr/lib64/ruby/",
// "/usr/local/share/ruby/site_ruby"],
// Determines whether JIT is enabled. This probably
// won't work unless you also have the header file
// that it needs. Only works with Ruby 2.6 or higher.
@@ -306,6 +271,7 @@
//
// "JITEnable": false,
// Determines what level of verbosity to use when
// logging JIT events. Starts at 0, which is next
// to nothing. Set it higher to see more.
@@ -313,12 +279,14 @@
//
// "JITVerboseLevel": 0,
// Determines how many compiled methods that Ruby
// will keep in its cache.
// (default: 100)
//
// "JITMaxCache": 100,
// Determines how many times a function has to be
// called before it is compiled.
// (default: 10000)
@@ -362,4 +330,22 @@
//
// "execName": "Game"
// You can define alternate terminology for the different
// inputs recognized by RPG Maker. A, B, C, X, Y, Z, L, and R
// can all be set using this dictionary, and will be displayed
// on the F1 menu. This is only a cosmetic effect, so it will
// have no effect on the game's scripts.
//
"bindingNames": {
"c": "Use",
"b": "Back",
"a": "Action",
"x": "JumpUp",
"y": "JumpDown",
"z": "Special",
"l": "(unused)",
"r": "(unused)"
},
}