lust-oni/www/js/plugins/GALV_BustMenu.js
2025-10-26 23:43:42 -05:00

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JavaScript

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