//============================================================================= // AltWindowFramejs //============================================================================= /*: * @plugindesc Alternative Windowflame. * @author KADOKAWA * * @help This plugin does not provide plugin commands. * @requiredAssets img/system/Window_Talk * @requiredAssets img/system/Window_Battle * @requiredAssets img/system/Window_Status * @requiredAssets img/system/Window_Other */ /*:ja * @plugindesc ウィンドウのフレームを変更します。 * @author KADOKAWA * * @help このプラグインには、プラグインコマンドはありません。 * @requiredAssets img/system/Window_Talk * @requiredAssets img/system/Window_Battle * @requiredAssets img/system/Window_Status * @requiredAssets img/system/Window_Other */ (function() { Window_Base.prototype.loadWindowskin = function() { this.windowskin = ImageManager.loadSystem('Window_Talk'); this.windowskin = ImageManager.loadSystem('Window_Battle'); this.windowskin = ImageManager.loadSystem('Window_Status'); this.windowskin = ImageManager.loadSystem('Window_Other'); this.windowskin = ImageManager.loadSystem('Window'); }; var _Scene_Title_Create = Scene_Title.prototype.create; Scene_Title.prototype.create = function() { _Scene_Title_Create.call(this); this._commandWindow._windowskin = ImageManager.loadSystem('Window_Other'); this._commandWindow._refreshAllParts(); }; var _Scene_Menu_Create = Scene_Menu.prototype.create; Scene_Menu.prototype.create = function() { _Scene_Menu_Create.call(this); var _image = ImageManager.loadSystem('Window_Status'); this._statusWindow._windowskin = _image; this._commandWindow._windowskin = _image; this._goldWindow._windowskin = _image; this._statusWindow._refreshAllParts(); this._commandWindow._refreshAllParts(); this._goldWindow._refreshAllParts(); }; var _Scene_Item_Create = Scene_Item.prototype.create; Scene_Item.prototype.create = function() { _Scene_Item_Create.call(this); var _image = ImageManager.loadSystem('Window_Status'); this._categoryWindow._windowskin = _image; this._itemWindow._windowskin = _image; this._helpWindow._windowskin = _image; this._actorWindow._windowskin = _image; this._categoryWindow._refreshAllParts(); this._itemWindow._refreshAllParts(); this._helpWindow._refreshAllParts(); this._actorWindow._refreshAllParts(); } var _Scene_Skill_Create = Scene_Skill.prototype.create; Scene_Skill.prototype.create = function() { _Scene_Skill_Create.call(this); var _image = ImageManager.loadSystem('Window_Status'); this._helpWindow._windowskin = _image; this._skillTypeWindow._windowskin = _image; this._statusWindow._windowskin = _image; this._itemWindow._windowskin = _image; this._actorWindow._windowskin = _image; this._helpWindow._refreshAllParts(); this._skillTypeWindow._refreshAllParts(); this._statusWindow._refreshAllParts(); this._itemWindow._refreshAllParts(); this._actorWindow._refreshAllParts(); }; var _Scene_Equip_Create = Scene_Equip.prototype.create; Scene_Equip.prototype.create = function() { _Scene_Equip_Create.call(this); var _image = ImageManager.loadSystem('Window_Status'); this._helpWindow._windowskin = _image; this._statusWindow._windowskin = _image; this._commandWindow._windowskin = _image; this._slotWindow._windowskin = _image; this._itemWindow._windowskin = _image; this._helpWindow._refreshAllParts(); this._statusWindow._refreshAllParts(); this._commandWindow._refreshAllParts(); this._slotWindow._refreshAllParts(); this._itemWindow._refreshAllParts(); }; var _Scene_Status_Create = Scene_Status.prototype.create; Scene_Status.prototype.create = function() { _Scene_Status_Create.call(this); this._statusWindow._windowskin = ImageManager.loadSystem('Window_Status'); this._statusWindow._refreshAllParts(); }; var _Scene_Options_Create = Scene_Options.prototype.create; Scene_Options.prototype.create = function() { _Scene_Options_Create.call(this); this._optionsWindow._windowskin = ImageManager.loadSystem('Window_Status'); this._optionsWindow._refreshAllParts(); }; var _Scene_File_Create = Scene_File.prototype.create; Scene_File.prototype.create = function() { _Scene_File_Create.call(this); var _image = ImageManager.loadSystem('Window_Status'); this._helpWindow._windowskin = _image; this._listWindow._windowskin = _image; this._helpWindow._refreshAllParts(); this._listWindow._refreshAllParts(); }; var _Scene_GameEnd_Create = Scene_GameEnd.prototype.create; Scene_GameEnd.prototype.create = function() { _Scene_GameEnd_Create.call(this); this._commandWindow._windowskin = ImageManager.loadSystem('Window_Status'); this._commandWindow._refreshAllParts(); }; var _Scene_Battle_Create = Scene_Battle.prototype.create; Scene_Battle.prototype.create = function() { _Scene_Battle_Create.call(this); var _image = ImageManager.loadSystem('Window_Battle'); this._logWindow._windowskin = _image; this._statusWindow._windowskin = _image; this._partyCommandWindow._windowskin = _image; this._actorCommandWindow._windowskin = _image; this._helpWindow._windowskin = _image; this._skillWindow._windowskin = _image; this._itemWindow._windowskin = _image; this._actorWindow._windowskin = _image; this._enemyWindow._windowskin = _image; this._messageWindow._windowskin = _image; this._scrollTextWindow._windowskin = _image; this._logWindow._refreshAllParts(); this._statusWindow._refreshAllParts(); this._partyCommandWindow._refreshAllParts(); this._actorCommandWindow._refreshAllParts(); this._helpWindow._refreshAllParts(); this._skillWindow._refreshAllParts(); this._itemWindow._refreshAllParts(); this._actorWindow._refreshAllParts(); this._enemyWindow._refreshAllParts(); this._messageWindow._refreshAllParts(); this._scrollTextWindow._refreshAllParts(); }; var _Window_Message_Initialize = Window_Message.prototype.initialize; Window_Message.prototype.initialize = function() { _Window_Message_Initialize.call(this); this.windowskin = ImageManager.loadSystem('Window_Talk'); this._refreshAllParts(); }; Window.prototype._refreshFrame = function() { var w = this._width; var h = this._height; var m = 24; var bitmap = new Bitmap(w, h); this._windowFrameSprite.bitmap = bitmap; this._windowFrameSprite.setFrame(0, 0, w, h); if (w > 0 && h > 0 && this._windowskin) { var skin = this._windowskin; // frame var p = 96; var q = 96; bitmap.blt(skin, p+0, 0+0, m, m, 0, 0, m, m); // left top corner bitmap.blt(skin, p+0, 0+q-m, m, m, 0, h-m, m, m); // left bottom corner bitmap.blt(skin, p+q-m, 0+0, m, m, w-m, 0, m, m); // right top corner bitmap.blt(skin, p+q-m, 0+q-m, m, m, w-m, h-m, m, m); // right bottom corner var frameHeight = 48; var heightCount = Math.floor((h-frameHeight) / frameHeight); var remainder = (h-frameHeight) % frameHeight; for(var i = 0; i < heightCount; i++) { bitmap.blt(skin, p+0, 0+m, m, p-m*2, 0, m+frameHeight*i, m, frameHeight); // left frame bitmap.blt(skin, p+q-m, 0+m, m, p-m*2, w-m, m+frameHeight*i, m, frameHeight); // right frame } if(remainder != 0) { bitmap.blt(skin, p+0, 0+m, m, remainder, 0, m+frameHeight*heightCount, m, remainder); // left frame bitmap.blt(skin, p+q-m, 0+m, m, remainder, w-m, m+frameHeight*heightCount, m, remainder); // right frame } var frameWidth = 48; var widthCount = Math.floor((w-frameWidth) / frameWidth); remainder = (w-frameWidth) % frameWidth; for(var j = 0; j < widthCount; j++) { bitmap.blt(skin, p+m, 0+0, p-m*2, m, m+frameWidth*j, 0, frameWidth, m); // top frame bitmap.blt(skin, p+m, 0+q-m, p-m*2, m, m+frameWidth*j, h-m, frameWidth, m); // bottom frame } if(remainder != 0) { bitmap.blt(skin, p+m, 0+0, remainder, m, m+frameWidth*widthCount, 0, remainder, m); // top frame bitmap.blt(skin, p+m, 0+q-m, remainder, m, m+frameWidth*widthCount, h-m, remainder, m); // bottom frame } // corner var r = 48; var s = 48; bitmap.blt(skin, 0, 0+q*4, r, s, 0, 0, r, s); // left top bitmap.blt(skin, r, 0+q*4, r, s, w-r, 0, r, s); // right top bitmap.blt(skin, r*2, 0+q*4, r, s, 0, h-r, r, s); // left bottom bitmap.blt(skin, r*3, 0+q*4, r, s, w-r, h-r, r, s); // right bottom } }; Window.prototype._refreshBack = function() { var m = this._margin + 6; var w = this._width - m * 2; var h = this._height - m * 2; var bitmap = new Bitmap(w, h); this._windowBackSprite.bitmap = bitmap; this._windowBackSprite.setFrame(0, 0, w, h); this._windowBackSprite.move(m, m); if (w > 0 && h > 0 && this._windowskin) { var p = 192; for (var y = 0; y < h; y += p) { for (var x = 0; x < w; x += p) { bitmap.blt(this._windowskin, 0, p, p, p, x, y, p, p); } } } }; })();