206 lines
8.2 KiB
JavaScript
206 lines
8.2 KiB
JavaScript
//=============================================================================
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// One-Actor Menu Version 1.05
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//=============================================================================
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/*:
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* @plugindesc One-Actor's menu. This plugin is made for one playable actor only.
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* @author Ventiqu - 2017
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*
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* @param Level Number x Distance
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* @desc Set 'level' -number x distance from the text.
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* default: 50
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* @default 50
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*
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* @param Class text x Distance
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* @desc Set 'Class' -text's x distance.
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* default: 160
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* @default 160
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*
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* @param ExptoLvl text x Distance
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* @desc Set 'ExpToLvl' -numbers x distance.
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* default: 160
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* @default 160
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*
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* @param Status Window Width
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* @desc Set Status window's width. You might need to change other
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* parameters as well. Default: 325
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* @default 325
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*
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* @help
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* -Update #4 25.1.2017-
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*
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* Remember to turn off Formation! Go to Database - System - Menu Commands and turn off Formation.
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* This changes menu to look like its meant for one actor only.
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*
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* --Using ACTOR NOTES--
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* Go to Database (f9) and to Actors. Then there you can set a note to that actor.
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*
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* <avatar:filename> set actor's different picture.
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* put file at img/pictures and use same file name as parameter.
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*
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* example: <avatar:Bust_test>
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* Case sensetive.
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*
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* -------------
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* --Changelog--
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* -------------
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* 1.05 - 25.1.2017 - Actor note added so you can add a bust picture of the actor. Plugin commands added.
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* 1.04 - 20.11.2016 - Modified script.
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* 1.03 - 25.6.2016 - Minor fixes.
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* 1.02 - 11.6.2016 - Fixed black screen bug.
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* 1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
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*/
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(function () {
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function Scene_Base() {
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this.initialize.apply(this, arguments);
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}
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var parameters = PluginManager.parameters('VE_Single_Actor');
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var xdistance = Number(parameters['Level Number x Distance'] || 50);
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var xclass = Number(parameters['Class text x Distance'] || 160);
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var xexptolvl = Number(parameters['ExptoLvl text x Distance'] || 160);
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var windowwidth = Number(parameters['Status Window Width'] || 325)
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// this will create menus like status- and gold window
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var _Scene_Menu_create = Scene_Menu.prototype.create;
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Scene_Menu.prototype.create = function () {
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_Scene_Menu_create.call(this);
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this._statusWindow.x = 335;
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this._statusWindow.y = 130;
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this._goldWindow.x = Graphics.boxWidth / this._goldWindow.width + 92;
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this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height - 135;
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};
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// this will create commandwindow
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Scene_Menu.prototype.createCommandWindow = function () {
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this._commandWindow = new Window_MenuCommand(95, 130); //Position for menu x and y
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this._commandWindow.setHandler('item', this.commandItem.bind(this));
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this._commandWindow.setHandler('skill', this.commandPersonal.bind(this));
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this._commandWindow.setHandler('equip', this.commandPersonal.bind(this));
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this._commandWindow.setHandler('status', this.commandPersonal.bind(this));
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this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
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this._commandWindow.setHandler('options', this.commandOptions.bind(this));
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this._commandWindow.setHandler('save', this.commandSave.bind(this));
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this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this));
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this._commandWindow.setHandler('cancel', this.popScene.bind(this));
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this.addWindow(this._commandWindow);
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};
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// this will push skill, equip or status depends on which you selected.
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Scene_Menu.prototype.commandPersonal = function () {
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this._statusWindow.setFormationMode(false);
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switch (this._commandWindow.currentSymbol()) {
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case 'skill':
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SceneManager.push(Scene_Skill);
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break;
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case 'equip':
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SceneManager.push(Scene_Equip);
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break;
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case 'status':
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SceneManager.push(Scene_Status);
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break;
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}
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};
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Scene_ItemBase.prototype.showSubWindow = function (window) {
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window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
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window.show();
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window.activate();
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};
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// removed text from this so this wont mess around
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Scene_Menu.prototype.onPersonalOk = function () {
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};
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// Rows for menucommands
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Window_MenuCommand.prototype.numVisibleRows = function () {
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return 7;
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};
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// height for goldwindow
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Window_Gold.prototype.windowHeight = function () {
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return this.fittingHeight(1);
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};
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// width for menustatus
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Window_MenuStatus.prototype.windowWidth = function () {
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return windowwidth;
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};
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// height for windowstatus
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Window_MenuStatus.prototype.windowHeight = function () {
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var h1 = this.fittingHeight(1);
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var h2 = this.fittingHeight(2);
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return Graphics.boxHeight - h1 - h2 - 85;
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};
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// maxCols is for max party members shown. This is set to 1, because this is single-player menu.
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// do not change this unless you know what you are doing.
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Window_MenuStatus.prototype.maxCols = function () {
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return 1;
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};
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// just like maxCols, but this is rows. This is set to 1, because this is single-player menu.
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// do not change this unless you know what you are doing.
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Window_MenuStatus.prototype.numVisibleRows = function () {
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return 1;
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};
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// draws actor face.
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Window_MenuStatus.prototype.drawItemImage = function (index) {
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var actor = $gameParty.members()[index];
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var rect = this.itemRectForText(index);
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// load stand_picture
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var bitmapName = $dataActors[actor.actorId()].meta.avatar;
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var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null; // ? on ternary operator.
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var w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));
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var h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));
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var lineHeight = this.lineHeight();
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this.changePaintOpacity(actor.isBattleMember());
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// if actor has note <actor: filename> then do this.
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if (bitmap) {
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var sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : 0;
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var sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : 0;
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var dx = (bitmap.width > rect.width) ? rect.x :
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rect.x + (rect.width - bitmap.width) / 2;
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var dy = (bitmap.height > rect.height) ? rect.y :
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rect.y + (rect.height - bitmap.height) / 2;
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this.contents.blt(bitmap, sx, sy, w, h, dx, dy);
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} else { // if there is not a note or its invalid, do the normal setting.
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this.drawActorFace(actor, rect.x + 60, rect.y + lineHeight * 2.0, w, h);
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}
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this.changePaintOpacity(true);
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};
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// draws actor name, level, class, hp, mp and status icons.
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Window_MenuStatus.prototype.drawItemStatus = function (index) {
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var actor = $gameParty.members()[index];
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var rect = this.itemRectForText(index);
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var x = rect.x;
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var y = rect.y;
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var width = rect.width;
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var bottom = y + rect.height;
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var lineHeight = this.lineHeight();
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this.drawActorName(actor, x, y + lineHeight * 0, width);
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this.drawActorLevel(actor, x, y + lineHeight * 1, width);
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this.drawActorClass(actor, x + xclass, y + lineHeight * 0, width);
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this.drawActorHp(actor, x, bottom - lineHeight * 3.1, width);
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this.drawActorMp(actor, x, bottom - lineHeight * 2.1, width);
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this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
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// Thanks to thalesgal's friend who did this 'to Level' text!
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var toLevel = actor.nextRequiredExp() + actor.currentExp();
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this.drawText(actor.currentExp() + "/ " + toLevel, x + xexptolvl, y + lineHeight * 1, width);
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};
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// Draws actor's level number.
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Window_Base.prototype.drawActorLevel = function (actor, x, y) {
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this.changeTextColor(this.systemColor());
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this.drawText(TextManager.levelA, x, y, 48);
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this.resetTextColor();
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this.drawText(actor.level, x + xdistance, y, 36, 'left');
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};
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Game_System.prototype.winCount = function () {
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return this._winCount;
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};
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})();
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