424 lines
No EOL
16 KiB
JavaScript
424 lines
No EOL
16 KiB
JavaScript
//-----------------------------------------------------------------------------
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// Galv's Bust Menu
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//-----------------------------------------------------------------------------
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// For: RPGMAKER MV
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// GALV_BustMenu.js
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//-----------------------------------------------------------------------------
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// 2019-08-09 - Version 1.8 - added fix for busts not loading in MV updated
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// projects when lots of actors
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// 2016-03-28 - Version 1.7 - added ability to disable certain info with -1
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// 2016-02-12 - Version 1.6 - Added nickname, made changable actor display no.
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// 2016-01-12 - Version 1.5 - Fixed MAX level and EXP bar issue.
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// - compatibility: Rocketmancers prettier gauges
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// 2015-11-21 - Version 1.4 - fixed tiny JP alignment issue
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// 2015-11-21 - Version 1.3 - added compatiblity for Yanfly's JobPoints
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// 2015-11-19 - Version 1.2 - fixed issue with drawing single character bust
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// 2015-11-08 - Version 1.1 - added EXP bar and settings
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// 2015-11-07 - Version 1.0 - release
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//-----------------------------------------------------------------------------
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// Terms can be found at:
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// galvs-scripts.com
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//-----------------------------------------------------------------------------
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var Imported = Imported || {};
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Imported.Galv_BustMenu = true;
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var Galv = Galv || {}; // Galv's main object
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Galv.BM = Galv.BM || {}; // Galv's stuff
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//-----------------------------------------------------------------------------
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/*:
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* @plugindesc Changes the default actor layout in the main menu to use
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* vertical "bust" or portrait graphics from /img/pictures/
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* @author Galv - galvs-scripts.com
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*
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* @param Menu Actors
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* @desc Number of actors that appear in the menu before scrolling (can be changed in-game)
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* @default 3
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*
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* @param Menu Actor Rows
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* @desc Number of rows of actors (cannot be changed in-game). You will need to change settings below to fit
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* @default 1
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*
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* @param Name
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* @desc Line number of actor's name
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* -1 to not display
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* @default 1
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*
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* @param Nickname
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* @desc Line number of actor's name
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* -1 to not display
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* @default 0
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*
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* @param Class
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* @desc Line number of actor's class
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* -1 to not display
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* @default 2
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*
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* @param Level
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* @desc Line number of actor's level
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* -1 to not display
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* @default 3
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*
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* @param States
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* @desc Line number of actor's state icons
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* -1 to not display
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* @default 13
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*
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* @param Bars
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* @desc Line number of actor's hp/mp bars
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* -1 to not display
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* @default 14
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*
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* @param Show Exp Bar
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* @desc Can be true or false to display exp bar or not
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* @default true
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*
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* @param Exp Bar
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* @desc Line number of actor's EXP bar
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* -1 to not display
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* @default 4
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*
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* @param JP
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* @desc Line number of actor's JP (If Yanfly's JobPoints is installed)
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* -1 to not display
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* @default 2
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*
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* @param Exp Bar Height
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* @desc Height of the EXP bar in pixels
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* @default 10
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*
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* @param Show Exp Text
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* @desc Can be true or false to display exp text on the bar or not
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* @default true
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*
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* @param Exp Text
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* @desc Text displayed before the exp-till-next-level number
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* @default Next
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*
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* @param Max Exp Text
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* @desc When actor reaches maximum level, this text is displayed on exp bar
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* @default Max
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*
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* @param Exp Bar Color 1
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* @desc Uses text color numbers from windowskin file. Will gradient into color 2
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* @default 0
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*
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* @param Exp Bar Color 2
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* @desc Uses text color numbers from windowskin file. Will gradient into color 1
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* @default 8
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*
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* @param Bust Y
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* @desc Y position of the bust image in pixels
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* @default 100
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*
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* @param Bust Height
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* @desc Height of the bust image in pixels
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* @default 360
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*
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* @param -----------
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* @desc
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*
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* @default
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*
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* @param Bust Offsets
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* @desc See the help section for how to use this.
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* @default
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*
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* @help
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* Galv's Bust Menu
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* ----------------------------------------------------------------------------
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* This plugin changes the layout of actors in the main menu. The plugin
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* includes settings that allow you to change the positioning of the actor
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* data (such as name, level, hp, image, etc.) including how many actors will
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* appear on the menu screen. (NOTE: 1 actor is not working)
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*
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* The plugin displays bust images from /img/pictures/ folder based on the
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* actor's face. For example:
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* If an actor uses the 2nd face from the "Actor1" faces file, then the bust
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* will instead use /img/pictures/Actor1_2.png bust image.
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*
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* ----------------------------------------------------------------------------
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* Bust Offsets (Scroll down the plugin settings to find this)
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* ----------------------------------------------------------------------------
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* Bust images are centered in the actor positions, but sometimes the bust
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* images are not centered themselves. This setting is used to tweak the x,y
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* position of busts if required.
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* To add an x,y offset to busts, add data to this setting as below:
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*
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* bustImageName_1,x,y|bustImageName_2,x,y|bustImageName_3,x,y
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*
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* Each image and data are separated by a pipe (the "|" symbol). For example:
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* Actor1_2,-10,0|Actor1_5,20,5
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* The Actor1_2.png bust will be offset 10 pixels to the left
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* The Actor1_5.png bust will be offset 20 pixels to the right, 5 pixels down
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* ----------------------------------------------------------------------------
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* SCRIPT CALL
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* ----------------------------------------------------------------------------
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* $gameParty._bustActorCount = x; // x is number of actors to display
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* ----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// CODE STUFFS
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//-----------------------------------------------------------------------------
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(function() {
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Galv.BM.a = Number(PluginManager.parameters('Galv_BustMenu')["Menu Actors"]);
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Galv.BM.ar = Number(PluginManager.parameters('Galv_BustMenu')["Menu Actor Rows"]);
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Galv.BM.name = Number(PluginManager.parameters('Galv_BustMenu')["Name"] - 1);
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Galv.BM.nickname = Number(PluginManager.parameters('Galv_BustMenu')["Nickname"] - 1);
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Galv.BM.class = Number(PluginManager.parameters('Galv_BustMenu')["Class"] - 1);
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Galv.BM.level = Number(PluginManager.parameters('Galv_BustMenu')["Level"] - 1);
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Galv.BM.bars = Number(PluginManager.parameters('Galv_BustMenu')["Bars"] - 1);
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Galv.BM.JP = Number(PluginManager.parameters('Galv_BustMenu')["JP"] - 1);
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Galv.BM.xp = Number(PluginManager.parameters('Galv_BustMenu')["Exp Bar"] - 1);
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Galv.BM.xpBar = PluginManager.parameters('Galv_BustMenu')["Show Exp Bar"] == "true" ? true : false;
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Galv.BM.xpText = PluginManager.parameters('Galv_BustMenu')["Show Exp Text"] == "true" ? true : false;
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Galv.BM.xpLabel = PluginManager.parameters('Galv_BustMenu')["Exp Text"];
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Galv.BM.xpHeight = PluginManager.parameters('Galv_BustMenu')["Exp Bar Height"];
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Galv.BM.maxTxt = PluginManager.parameters('Galv_BustMenu')["Max Exp Text"];
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Galv.BM.xpCol1 = Number(PluginManager.parameters('Galv_BustMenu')["Exp Bar Color 1"]);
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Galv.BM.xpCol2 = Number(PluginManager.parameters('Galv_BustMenu')["Exp Bar Color 2"]);
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Galv.BM.icons = Number(PluginManager.parameters('Galv_BustMenu')["States"] - 1);
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Galv.BM.bust = Number(PluginManager.parameters('Galv_BustMenu')["Bust Y"]);
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Galv.BM.bustHeight = Number(PluginManager.parameters('Galv_BustMenu')["Bust Height"]);
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Galv.BM.offsets = function() {
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var array = PluginManager.parameters('Galv_BustMenu')["Bust Offsets"].split("|");
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var obj = {};
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for (i = 0; i < array.length; i++) {
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if (array[i]) {
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var data = array[i].split(",");
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obj[data[0]] = [Number(data[1]),Number(data[2])];
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};
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};
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return obj;
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}();
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//------------------------------------------------------------
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// COMPATIBILITY WITH ROCKETMANCER'S PRETTIER GAUGES
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if (PluginManager.parameters('PrettyGauges') && Object.keys(PluginManager.parameters('PrettyGauges')).length > 0) {
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Galv.BM.rmplugin = true;
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};
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//------------------------------------------------------------
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var Galv_Game_Party_initialize = Game_Party.prototype.initialize;
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Game_Party.prototype.initialize = function() {
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Galv_Game_Party_initialize.call(this);
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this._bustActorCount = Galv.BM.a;
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};
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// OVERWRITE
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Window_MenuStatus.prototype.numVisibleRows = function() {return Galv.BM.ar};
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Window_MenuStatus.prototype.maxCols = function() {return $gameParty._bustActorCount};
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Window_Selectable.prototype.spacing = function() {return 0};
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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.itemRect(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 - x - this.textPadding();
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this.drawActorSimpleStatus(actor, x, y, width);
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};
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var Galv_Window_MenuStatus_update = Window_MenuStatus.prototype.update;
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Window_MenuStatus.prototype.update = function() {
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Galv_Window_MenuStatus_update.call(this);
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// Added as a check if bust bitmaps don't load from cache, refresh again to draw loaded bitmap.
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if (this._galvRefresh) {
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this._galvRefresh = false;
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this.refresh();
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}
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};
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// OVERWRITE
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Window_MenuStatus.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
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var lineHeight = this.lineHeight();
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var width = this.bustWidth();
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var x = x + 5;
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var width2 = Math.max(100, width - this.textPadding()) - 5;
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if (Galv.BM.xp > -1) this.drawActorEXP(actor,x,y + lineHeight * Galv.BM.xp,width2)
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if (Galv.BM.name > -1) this.drawActorName(actor, x, y + lineHeight * Galv.BM.name);
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if (Galv.BM.nickname > -1) this.drawActorNickname(actor, x, y + lineHeight * Galv.BM.nickname);
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if (Galv.BM.level > -1) this.drawActorLevel(actor, x, y + lineHeight * Galv.BM.level);
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if (Galv.BM.icons > -1) this.drawActorIcons(actor, x, y + lineHeight * Galv.BM.icons);
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if (Galv.BM.class > -1) this.drawActorClass(actor, x, y + lineHeight * Galv.BM.class, width2);
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if (Galv.BM.bars > -1) {
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this.drawActorHp(actor, x, y + lineHeight * Galv.BM.bars, width2);
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this.drawActorMp(actor, x, y + lineHeight * (Galv.BM.bars + 1), width2);
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if (Imported.YEP_CoreEngine && eval(Yanfly.Param.MenuTpGauge)) {
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this.drawActorTp(actor, x, y + lineHeight * (Galv.BM.bars + 2), width2);
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}
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};
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if (Imported.YEP_JobPoints && eval(Yanfly.Param.JpShowMenu)) {
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var classId = actor.currentClass().id;
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if (Galv.BM.JP > -1) this.drawActorJp(actor, classId, x, y + lineHeight * Galv.BM.JP, width2, 'right');
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};
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};
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Game_Actor.prototype.xpRate = function() {
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return (this.nextLevelExp() - this.currentExp()) / (this.nextLevelExp() - this.currentLevelExp());
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};
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Window_MenuStatus.prototype.drawActorEXP = function(actor, x, y, width) {
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if (Galv.BM.xpBar) {
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var color1 = this.xpGaugeColor1();
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var color2 = this.xpGaugeColor2();
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if (actor.isMaxLevel()) {
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var xprate = 0;
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} else {
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var xprate = actor.xpRate();
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};
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this.drawExpGauge(x, y, width, xprate, color1, color2);
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};
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if (Galv.BM.xpText) {
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this.changeTextColor(this.systemColor());
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this.drawText(xprate > 0 ? Galv.BM.xpLabel : Galv.BM.maxTxt, x, y, 44);
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this.changeTextColor(this.normalColor());
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if (xprate > 0) this.drawText(actor.nextRequiredExp(), x, y, width,"right");
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};
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};
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if (Galv.BM.rmplugin) {
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// IF ROCKETMANCER'S PRETTIER GAUGES PLUGIN
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var parameters = PluginManager.parameters('PrettyGauges');
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var barTypeLeft = String(parameters['barType']).substring(0,1);
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var barTypeRight = String(parameters['barType']).substring(1,2)
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var outline = Number(parameters['outline'] || 0);
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var barHeight = Number(parameters['barHeight'] || 0);
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var outlineColor1 = String(parameters['outlineColor1']);
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var outlineColor2 = String(parameters['outlineColor2']);
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var backgroundColor1 = String(parameters['backgroundColor1']);
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var backgroundColor2 = String(parameters['backgroundColor2']);
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var hpColor1 = String(parameters['hpColor1']);
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var hpColor2 = String(parameters['hpColor2']);
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var mpColor1 = String(parameters['mpColor1']);
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var mpColor2 = String(parameters['mpColor2']);
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var tpColor1 = String(parameters['tpColor1']);
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var tpColor2 = String(parameters['tpColor2']);
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Window_Base.prototype.drawExpGauge = function(x, y, width, rate, color1, color2) {
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var color3 = this.gaugeBackColor();
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var fillW = Math.floor(width * rate).clamp(0, width);
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var gaugeH = Galv.BM.xpHeight;
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var gaugeY = y + this.lineHeight() - gaugeH - 2;
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var fillW = Math.floor(width * rate);
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var gaugeY = y + this.lineHeight() - gaugeH - 2;
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var fillW = Math.floor(width * rate);
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var gaugeY = y + this.lineHeight() - 2 - barHeight;
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this.contents.fillTrap(x, gaugeY, width, width, barHeight, this.gaugeBackColor1(), this.gaugeBackColor2());
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this.contents.fillTrap(x, gaugeY, width, fillW, barHeight, color1, color2);
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if (outline) { this.contents.outlineTrap(x, gaugeY, width, barHeight, outlineColor1, outlineColor2)}
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};
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} else {
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// IF GALV ONLY
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Window_Base.prototype.drawExpGauge = function(dx, dy, dw, rate, color1, color2) {
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var color3 = this.gaugeBackColor();
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var fillW = Math.floor(dw * rate).clamp(0, dw);
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var gaugeH = Galv.BM.xpHeight;
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var gaugeY = dy + this.lineHeight() - gaugeH - 2;
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var fillW = Math.floor(dw * rate);
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var gaugeY = dy + this.lineHeight() - gaugeH - 2;
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this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
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this.contents.gradientFillRect(dx, gaugeY, dw - fillW, gaugeH, color1, color2);
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};
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};
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Window_Base.prototype.xpGaugeColor1 = function() {
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return this.textColor(Galv.BM.xpCol1);
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};
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Window_Base.prototype.xpGaugeColor2 = function() {
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return this.textColor(Galv.BM.xpCol2);
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};
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// Because blt didn't let you draw a bitmap if it was a tiny bit off
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Bitmap.prototype.unlimitedBlt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) {
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if (!source.isReady()) return; // inaba byakko: Fix for Edge?
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dw = dw || sw;
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dh = dh || sh;
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this._context.globalCompositeOperation = 'source-over';
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this._context.drawImage(source._canvas, sx, sy, sw, sh, dx, dy, dw, dh);
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this._setDirty();
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};
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Window_MenuStatus.prototype.drawFace = function(faceName, faceIndex, x, y, width, height) {
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var width = this.bustWidth();
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var bustName = faceName + "_" + (faceIndex + 1)
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var bitmap = ImageManager.loadPicture(bustName);
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if (!bitmap.isReady()) this._galvRefresh = true; // fix for bitmaps not loading
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var ox = 0;
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var oy = 0;
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if (Galv.BM.offsets[bustName]) {
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ox = Galv.BM.offsets[bustName][0] || 0;
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oy = Galv.BM.offsets[bustName][1] || 0;
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};
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var sw = width;
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var sh = Galv.BM.bustHeight;
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var dx = x - 1;
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var dy = y + Galv.BM.bust;
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var sx = bitmap.width / 2 - width / 2 - ox;
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var sy = oy;
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this.contents.unlimitedBlt(bitmap, sx, sy, sw, sh, dx, dy);
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};
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Window_MenuStatus.prototype.bustWidth = function() {
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return Math.floor((this.width - (this.standardPadding() * 2)) / this.maxCols());
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};
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Window_MenuStatus.prototype.cursorDown = function(wrap) {
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var index = this.index();
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var maxItems = this.maxItems();
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var maxCols = this.maxCols();
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if (index < maxItems - maxCols || (wrap && maxCols === 1)) {
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this.select((index + maxCols) % maxItems);
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} else {
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this.select(maxItems - 1);
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}
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};
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Window_MenuStatus.prototype.cursorUp = function(wrap) {
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var index = this.index();
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var maxItems = this.maxItems();
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var maxCols = this.maxCols();
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if (index >= maxCols || (wrap && maxCols === 1)) {
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this.select((index - maxCols + maxItems) % maxItems);
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} else {
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this.select(0);
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}
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};
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})(); |