ultimate-angel-zerachiel/www/js/plugins/GALV_MessageBackground.js
2024-01-17 11:38:37 -06:00

215 lines
7.2 KiB
JavaScript

//-----------------------------------------------------------------------------
// Galv's Message Background
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// Galv_MessageBackground.js
//-----------------------------------------------------------------------------
// 2017-12-08 - Version 2.0 - fix for changing scenes mid-message bug
// 2017-01-31 - Version 1.9 - fixed battle messages that broke last update
// 2017-01-22 - Version 1.8 - made compatible with default startZoom function
// 2016-11-13 - Version 1.7 - fix if game can end while a message is open
// 2016-09-16 - Version 1.6 - made objects available publicly
// 2016-05-04 - Version 1.5 - fix an issue that kept dim window showing
// 2016-04-02 - Version 1.4 - compatibilty fix for Message Styles plugin
// 2015-10-30 - Version 1.3 - removed accidental code + compatiblity change
// 2015-10-27 - Version 1.2 - fixed a bug with images showing over top
// 2015-10-26 - Version 1.1 - fixed bug with variable setting
// 2015-10-25 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_MessageBackground = true;
var Galv = Galv || {}; // Galv's main object
Galv.MBG = Galv.MBG || {}; // Galv's Message Background stuff
Galv.Mstyle = Galv.Mstyle || {}; // Compatibility
//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.2.0) Displays an image behind messages in place of the windowskin
*
* @author Galv - galvs-scripts.com
*
* @param Image Variable ID
* @desc Variable used to determine which image to display
* /img/system/msgimg_X.png - where X is the variable's value
* @default 1
*
* @param Disable Switch ID
* @desc Turn this switch ON usig control switches to disable the
* message image and revert back to windowskin (make 0 to not use)
* @default 1
*
* @help
* Galv's Message Background
* ----------------------------------------------------------------------------
* Set the variable ID number you would like to use in the settings.
* This is the in-game variable that you wil change with "Control Variables"
* event command. (Default is variable 1, which has a value of 0 by default)
* This will select images from your project's folders:
* /img/system/msgimg_X.png - where X is the variable's value
*
* You can also set a switch ID in the settings. If you choose a switch, then
* during the game you can turn that switch number ON with "Control Switches"
* to disable the background image and go back to using default windowskin.
* This defaults to 0 meaning do not use this option.
*
* This 'Show Message' settings of "window", "Dim" and "Tranparent" have an
* effect on the message background image. Window shows image normally, Dim
* shows the image partially transparent and Transparent makes it invisible.
*/
//-----------------------------------------------------------------------------
// CODE STUFFS
//-----------------------------------------------------------------------------
(function () {
Galv.MBG.v = Number(
PluginManager.parameters("Galv_MessageBackground")["Image Variable ID"]
);
Galv.MBG.s = Number(
PluginManager.parameters("Galv_MessageBackground")["Disable Switch ID"]
);
Galv.MBG.disable = false;
Galv.MBG.window = null;
Galv.MBG.Scene_Map_create = Scene_Map.prototype.create;
Scene_Map.prototype.create = function () {
Galv.MBG.disable = false;
Galv.MBG.window = null;
Galv.MBG.Scene_Map_create.call(this);
};
// ---------------- WINDOW MESSAGE
// WINDOW MESSAGE START MESSAGE - MOD
Galv.MBG.Window_Message_startMessage = Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
// Create graphic when window is displayed
if (Galv.Mstyle.target) {
Galv.MBG.disable = true;
} else {
Galv.MBG.disable = false;
}
Galv.MBG.window = this;
Galv.MBG.Window_Message_startMessage.call(this);
};
// WINDOW MESSAGE SET BACKGROUND TYPE
Galv.MBG.Window_Message_setBackgroundType =
Window_Message.prototype.setBackgroundType;
Window_Message.prototype.setBackgroundType = function (type) {
if (Galv.Mstyle.target) {
this.opacity = Galv.Mstyle.opacity;
} else if (!$gameSwitches.value(Galv.MBG.s)) {
this.opacity = 0;
this.hideBackgroundDimmer();
return;
}
Galv.MBG.Window_Message_setBackgroundType.call(this, type);
};
// ---------------- SCENE MAP
Galv.MBG.Scene_Map_createWindowLayer = Scene_Map.prototype.createWindowLayer;
Scene_Map.prototype.createWindowLayer = function () {
this._msgBgSprite = new Sprite_GalvMsgBg();
this._msgBgSprite.z = -1000;
this.addChild(this._msgBgSprite);
Galv.MBG.Scene_Map_createWindowLayer.call(this);
};
// ---------------- SCENE BATTLE
Galv.MBG.Scene_Battle_createWindowLayer =
Scene_Battle.prototype.createWindowLayer;
Scene_Battle.prototype.createWindowLayer = function () {
this._msgBgSprite = new Sprite_GalvMsgBg();
this._msgBgSprite.z = -1000;
this.addChild(this._msgBgSprite);
Galv.MBG.Scene_Battle_createWindowLayer.call(this);
};
})();
// ---------------- SPRITE GALVMSGBG - NEW
function Sprite_GalvMsgBg() {
this.initialize.apply(this, arguments);
}
Sprite_GalvMsgBg.prototype = Object.create(Sprite.prototype);
Sprite_GalvMsgBg.prototype.constructor = Sprite_GalvMsgBg;
Sprite_GalvMsgBg.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.opacity = 0;
this.loadBitmap();
this.update();
};
Sprite_GalvMsgBg.prototype.update = function () {
Sprite.prototype.update.call(this);
if (Galv.MBG.window) this.controlBitmap();
};
Sprite_GalvMsgBg.prototype.loadBitmap = function () {
this.imageID = $gameVariables.value(Galv.MBG.v);
this.bitmap = ImageManager.loadSystem("msgimg_" + this.imageID);
this.x = 0;
this.z = 10;
this.maxopac = 255;
};
Sprite_GalvMsgBg.prototype.controlBitmap = function () {
if (
$gameSwitches.value(Galv.MBG.s) ||
Galv.MBG.window.openness <= 0 ||
Galv.MBG.disable
) {
this.opacity = 0;
this.maxopac = 255;
return;
}
if (this.imageID != $gameVariables.value(Galv.MBG.v)) this.loadBitmap(); // If image changed, reload bitmap
// Control image opacity
switch ($gameMessage.background()) {
case 0:
// Window
this.opacity = Math.min(Galv.MBG.window._openness, this.maxopac);
break;
case 1:
// Dim
this.opacity = Galv.MBG.window._openness * 0.5;
this.maxopac = this.opacity;
break;
case 2:
// Transparent
this.opacity = 0;
this.maxopac = 0;
break;
}
// Don't change y value if closing as it reverts to positiontype 2
if (Galv.MBG.window.isClosing()) return;
// Control image position
switch ($gameMessage.positionType()) {
case 0:
//top
this.y = -(this.bitmap.height * 0.333);
break;
case 1:
// middle
this.y = Graphics.boxHeight / 2 - this.bitmap.height / 2;
break;
case 2:
//bottom
this.y = Graphics.boxHeight - this.bitmap.height * 0.666;
break;
}
};