exorcist-evangeline/www/js/plugins/GALV_TimedMessagePopups.js
2025-10-08 13:42:52 -05:00

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JavaScript

//-----------------------------------------------------------------------------
// Galv's Timed Message Popups
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// GALV_TimedMessagePopups.js
//-----------------------------------------------------------------------------
// KNOWN ISSUE, CONTENTS MAX SCREEN WIDTH
// 2020-09-28 - Version 2.0 - fixed issue with battle targeting actors
// 2020-11-07 - Version 1.9 - Added ability to change y value in popup command
// 2020-04-30 - Version 1.8 - Fixed typo in code for battle popups targeting
// party members causing crash
// 2017-02-01 - Version 1.7 - Hid popups when menu opens and battle starts
// 2016-07-13 - Version 1.6 - Added script call to remove popups from screen.
// - Timed popups now work in default battle
// 2016-03-31 - Version 1.5 - fixed minor mistake
// 2016-03-27 - Version 1.4 - added faces, arrows, Y offset bug fix and
// - window positioning over target
// 2016-03-24 - Version 1.3 - added ability to specify follower actor and
// - set windowskin
// 2016-03-23 - Version 1.2 - changed code to use | to split x|y coords
// 2016-03-23 - Version 1.1 - added "delay" setting and follower targeting
// 2016-03-23 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_MessageCaptions = true;
var Galv = Galv || {}; // Galv's main object
Galv.Mpup = Galv.Mpup || {}; // Galv's stuff
//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.2.0) Display popup message boxes on screen that do not stop gameplay and auto close after a set time.
*
* @author Galv - galvs-scripts.com
*
* @param Y Offset
* @desc Offset Y position by this much when popup is displayed over a character if no value set in plugin command.
* @default -60
*
* @param Default Windowskin
* @desc Windowskin file from /img/system/ that popup messages use by default
* @default Window
*
* @param Use Arrows
* @desc Use windowskin arrows to point at target of the popup message
* @default true
*
* @param Windowskin Back Opacity
* @desc Used for all custom windowskins (i.e: not 'Window.png').
* 0 - 255
* @default 255
*
* @param Text Outline Width
* @desc Default text has an outline. Change this for all custom windows (not Window.png). default 4
* @default 0
*
* @help
* Galv's Timed Message Popups
* ----------------------------------------------------------------------------
* Creates timed message popup boxes that can appear at a position on the
* screen or at a character's location. These popups do not stop player
* movement and you can display as many of them at one time as needed.
*
* To activate a message popup, inside a "Show Text" box, you will need to
* include a tag on the first line of the message:
*
* <c:target,time,delay,windowskin,yoffset>
*
* target = the ID of an event (0 for current event) OR
* x|y screen coordinates OR
* negatives for followers (-1 being leader, -2 for second, etc.)
* OR... you can use a1, a2, a3, etc. to specify certain actor.
* If follower/actor is not in party, message won't display.
* time = frames the caption will be displayed before it closes
* delay = frames the caption will remain invisible before opening
* windowskin = filename of new windowskin located in /img/system/
* do not include this to use normal windowskin.
* yoffset = a different y offset for the popup than default.
*
* EXAMPLES:
* <c:4,160,0> // Message on event 4 for 160 frames
* <c:-1,60,10> // After 10 frames, message on player for 60 frames
* <c:-3,80,20> // After 20 frames, message on party member 3 for 80 frames
* <c:a7,60,0> // Message on actor 7 for 60 frames if actor is a follower
* <c:0,100,0> // Message on current event for 100 frames
* <c:100|100,80,5> // After 5 frames, message at screen x100 y100 for 80 fr
* <c:0|0,90,0,Window2> // message at screen x0 y0 for 90 frames using
* // /img/system/Window2.png windowskin file.
* <c:4,160,0,,-40> // Message on event 4 for 160 frames with yoffset -40
*
* Show Text message box settings for position bottom, middle and top will
* change where the window displays over the target.
*
* Note that when the player opens the menu, even messages that were created
* with a delay will be removed.
*
* ----------------------------------------------------------------------------
* SCRIPT CALL
* ----------------------------------------------------------------------------
*
* Galv.Mpup.clear(); // Remove all message popups on screen
*
* ----------------------------------------------------------------------------
* Note tag for ENEMIES and ACTORS
* ----------------------------------------------------------------------------
* <msgY:x> // x being the amount of pixels to move vertically for
* // timed messages in BATTLE. Leaving this tag out will use
* // default position Galv set up for default battle.
*/
//-----------------------------------------------------------------------------
// CODE STUFFS
//-----------------------------------------------------------------------------
(function() {
Galv.Mpup.thisEvent = null;
Galv.Mpup.yOffset = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Y Offset']);
Galv.Mpup.windowskin = PluginManager.parameters('Galv_TimedMessagePopups')['Default Windowskin'];
Galv.Mpup.arrows = PluginManager.parameters('Galv_TimedMessagePopups')['Use Arrows'].toLowerCase() == 'true' ? true : false;
Galv.Mpup.opac = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Windowskin Back Opacity']);
Galv.Mpup.outlineWidth = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Text Outline Width']);
Galv.Mpup.Game_Interpreter_command101 = Game_Interpreter.prototype.command101;
Game_Interpreter.prototype.command101 = function() {
var cap = this._list[this._index + 1].parameters[0].match(/<c:(.*)>/i);
var pos = 2; //this._params[3];
var data = this._params.clone();
if (!cap) {
Galv.Mpup.Game_Interpreter_command101.call(this);
} else {
this.createCaption(cap,pos,data);
};
};
Game_Interpreter.prototype.createCaption = function(cap,pos,data) {
Galv.Mpup.thisEvent = this._eventId;
var txtArray = [];
var targetActor = false;
// get all text:
while (this.nextEventCode() === 401) { // Text data
this._index++;
txtArray.push(this.currentCommand().parameters[0]);
};
txtArray[0] = txtArray[0].replace(cap[0],"");
var o = cap[1].split(",");
var windowskin = o[3];
if (windowskin) ImageManager.loadSystem(windowskin);
if (o[0].contains("|")) {
// X Y LOCATION
var xy = o[0].split("|");
var target = [Number(xy[0]),Number(xy[1])];
} else if (o[0].contains("a")) {
// ACTOR
var actorIndex = $gameActors.actor(Number(o[0].replace("a",""))).index();
if (actorIndex < 0) return;
var target = -(actorIndex + 1);
targetActor = true;
} else {
var target = Number(o[0]);
};
var time = Number(o[1]);
var delay = Number(o[2]) || 0;
var yoffset = Number(o[4]) || false;
SceneManager._scene.createCaptionWindow(target,time,txtArray,data,delay,windowskin,yoffset,targetActor);
};
Galv.Mpup.clear = function() {
SceneManager._scene.removeCaptionWindows();
};
// Scene Base
//-----------------------------------------------------------------------------
Scene_Base.prototype.updateCaptionBoxes = function() {
for (var i = 0; i < this._captionWindows.length; i++) {
if (!this._captionWindows[i] || !this._captionWindows[i].active) {
this._windowLayer.removeChild(this._captionWindows[i]);
this._captionWindows[i] = null;
this._captionWindows.splice(i, 1);
i--;
};
};
};
Scene_Base.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin) {};
Scene_Base.prototype.removeCaptionWindows = function() {};
// Scene Map
//-----------------------------------------------------------------------------
Galv.Mpup.Scene_Map_initialize = Scene_Map.prototype.initialize;
Scene_Map.prototype.initialize = function() {
Galv.Mpup.Scene_Map_initialize.call(this);
this._captionWindows = [];
};
Galv.Mpup.Scene_Map_update = Scene_Map.prototype.update;
Scene_Map.prototype.update = function() {
Galv.Mpup.Scene_Map_update.call(this);
this.updateCaptionBoxes();
};
Scene_Map.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin,yoffset,targetActor) {
var p = new Window_GalvCaption(target,time,textArray,data,delay,windowskin,yoffset,targetActor);
this._captionWindows.push(p);
this.addWindow(p);
};
Galv.Mpup.Scene_Map_startEncounterEffect = Scene_Map.prototype.startEncounterEffect;
Scene_Map.prototype.startEncounterEffect = function() {
Galv.Mpup.Scene_Map_startEncounterEffect.call(this);
this.removeCaptionWindows();
};
Galv.Mpup.Scene_Map_terminate = Scene_Map.prototype.terminate;
Scene_Map.prototype.terminate = function() {
for (var i = 0; i < this._captionWindows.length; i++) {
this._captionWindows[i].visible = false;
};
Galv.Mpup.Scene_Map_terminate.call(this);
};
Scene_Base.prototype.removeCaptionWindows = function() {
for (var i = 0; i < this._captionWindows.length; i++) {
this._captionWindows[i].active = false;
};
};
// Scene Battle
//-----------------------------------------------------------------------------
Galv.Mpup.Scene_Battle_initialize = Scene_Battle.prototype.initialize;
Scene_Battle.prototype.initialize = function() {
Galv.Mpup.Scene_Battle_initialize.call(this);
this._captionWindows = [];
};
Galv.Mpup.Scene_Battle_update = Scene_Battle.prototype.update;
Scene_Battle.prototype.update = function() {
Galv.Mpup.Scene_Battle_update.call(this);
this.updateCaptionBoxes();
};
Scene_Battle.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin,yoffset,targetActor) {
var p = new Window_GalvCaption(target,time,textArray,data,delay,windowskin,yoffset,targetActor);
this._captionWindows.push(p);
this.addWindow(p);
};
// Game_BattlerBase
//-----------------------------------------------------------------------------
// Caption Window
//-----------------------------------------------------------------------------
function Window_GalvCaption() {
this.initialize.apply(this, arguments);
}
Window_GalvCaption.prototype = Object.create(Window_Base.prototype);
Window_GalvCaption.prototype.constructor = Window_GalvCaption;
Window_GalvCaption.prototype.initialize = function(target,time,textArray,data,delay,windowskin,yoffset,targetActor) {
// target = [x,y] or event id or 0 for player
this._pos = data[3]; // bottom is 2, top is 0, middle is 1
if (data[0] != "") {
this._faceBitmap = ImageManager.loadFace(data[0]);
this._faceName = data[0];
this._faceIndex = data[1];
};
this.skin = windowskin || Galv.Mpup.windowskin;
if (SceneManager._scene.constructor.name == 'Scene_Map') {
this.setMapTarget(target,yoffset,targetActor);
} else {
this.setBattleTarget(target,yoffset,targetActor);
};
this._time = time + delay || 160;
this._delayTime = this._time - delay;
this._txtArray = textArray;
var h = this.fittingHeight(this._txtArray.length);
h = this._faceName ? Math.max(h, Window_Base._faceHeight + this.standardPadding() * 2) : h;
Window_Base.prototype.initialize.call(this, this.targetX, this.targetY, Graphics.width, h);
this.windowskin = ImageManager.loadSystem(this.skin);
if (this.skin != "Window") this.backOpacity = Galv.Mpup.opac;
this._downArrowSprite.visible = false;
this._upArrowSprite.visible = false;
this.checkImages();
this.openness = 0;
if (!this._disable) this.active = true;
};
Window_GalvCaption.prototype.setMapTarget = function(target,yoffset,targetActor) {
this._heightY = yoffset || Galv.Mpup.yOffset;
if (Number.isInteger(target)) {
// event ID or player
if (target >= -1) {
switch (target) {
case 0:
// Current event
this.target = $gameMap.event(Galv.Mpup.thisEvent);
break;
case -1:
// Player
this.target = $gamePlayer;
break;
default:
// Event
this.target = $gameMap.event(target);
break;
};
} else {
// Follower
var f = Math.abs(target) - 2;
this.target = $gamePlayer._followers.follower(f);
if (f > $gameParty.battleMembers().length) this._disable = true;
};
Galv.Mpup.thisEvent = null;
this.follow = true; // follow the object in update
} else {
this.targetX = target[0];
this.targetY = target[1];
this.toScreen = true;
};
};
Window_GalvCaption.prototype.setBattleTarget = function(target,yoffset,targetActor) {
Galv.Mpup.thisEvent = null;
this._heightY = yoffset || 0;
if (Number.isInteger(target)) {
// event ID or player
if (target >= -1 && !targetActor) {
switch (target) {
case -1:
// battle leader
this.target = $gameParty.battleMembers()[Math.abs(target) - 1];
if (!this.target || this.target.isDead()) this._disable = true;
break;
default:
// enemy index
this.target = $gameTroop.members()[target];
if (!this.target || this.target.isDead()) this._disable = true;
break;
};
} else {
// battle actors
var mem = Math.abs(target) - 1;
this.target = $gameParty.members()[mem];
if (mem > $gameParty.members().length) this._disable = true;
};
if (!this.toScreen) this.follow = true; // follow the object in update
} else {
this.targetX = target[0];
this.targetY = target[1];
this.toScreen = true;
};
this._heightY = this.target ? this.target._offsetmsgY : 0;
// Target has no screen pos functions?
if (this.target && !this.target.screenX) {
this.target.screenX = function() {return this._msgX || 0};
this.target.screenY = function() {return this._msgY || 0};
};
};
Window_GalvCaption.prototype.loadWindowskin = function() {
this.windowskin = ImageManager.loadSystem(this.skin);
};
Window_GalvCaption.prototype.setWindowDimensions = function() {
var w = 10;
this.contents.clear();
// Calc max width and line height to get dimensions
var xO = this._faceName ? Window_Base._faceWidth + 10 : 0;
for (var i = 0; i < this._txtArray.length; i++) {
var lineWidth = this.textWidthEx(this._txtArray[i]) + this.standardPadding() * 2;
if (w < lineWidth) {
w = lineWidth;
};
if (this.skin != 'Window') this.contents.outlineWidth = Galv.Mpup.outlineWidth;
this.drawTextEx(this._txtArray[i], xO, this.lineHeight() * i);
}
this.width = w + xO;
if (this._faceName) {
this.drawFace(this._faceName, this._faceIndex, 0, 0);
};
this._offsetY = 0;
if (this._pos == 0) {
this._offsetY += -this.height + this._heightY;
} else if (this._pos == 1) {
this._offsetY += -this.height / 2 - 24;
} else if (this._pos == 2) {
this._offsetY += Math.abs(this._heightY * 0.2);
};
};
Window_GalvCaption.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_GalvCaption.prototype.update = function() {
Window_Base.prototype.update.call(this);
if (this._disable) return;
if (!this.imagesLoaded) this.checkImages();
if (this._time == this._delayTime && !this._disable) {this.open()};
if (this._time <= 0) {
if (this._time == 0) {
this.close();
} else if (this.openness == 0) {
this.active = false;
};
};
this._time -= 1;
if (this.follow) {
var centX = this.target.screenX() - this.width / 2;
this.x = centX;
this.y = this.target.screenY() + this._offsetY;
};
};
Window_GalvCaption.prototype.checkImages = function() {
if (this.windowskin.isReady()) {
if (!this._faceBitmap || this._faceBitmap && this._faceBitmap.isReady()) {
this.setWindowDimensions();
this.imagesLoaded = true;
this._faceBitmap = null;
};
};
};
if (Galv.Mpup.arrows) {
Window_GalvCaption.prototype._updateArrows = function() {
if (this.toScreen) { return };
if (this._pos == 0) { // top
this._downArrowSprite.visible = this.isOpen() && this._pos == 0;
this._downArrowSprite.anchor.y = -0.8;
} else if (this._pos == 2) { // bottom
this._upArrowSprite.visible = this.isOpen() && this._pos == 2;
this._upArrowSprite.anchor.y = 1.7;
};
};
};
// Get note offsets
Galv.Mpup.Game_Enemy_setup = Game_Enemy.prototype.setup;
Game_Enemy.prototype.setup = function(enemyId, x, y) {
Galv.Mpup.Game_Enemy_setup.call(this,enemyId,x,y);
var n = this.enemy().note.match(/<msgY:(.*)>/i);
this._offsetmsgY = n ? Number(n[1]) : -150;
};
Galv.Mpup.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
Galv.Mpup.Game_Actor_setup.call(this,actorId);
var n = this.actor().note.match(/<msgY:(.*)>/i);
this._offsetmsgY = n ? Number(n[1]) : -40;
};
// Get battler positions for messages
Galv.Mpup.Sprite_Battler_updatePosition = Sprite_Battler.prototype.updatePosition;
Sprite_Battler.prototype.updatePosition = function() {
Galv.Mpup.Sprite_Battler_updatePosition.call(this);
this._battler._msgX = this.x;
this._battler._msgY = this.y + this._battler._offsetmsgY;
};
})();