treasure/js/plugins/VE_Single_Actor_MZ.js
2025-10-01 19:10:49 -05:00

326 lines
14 KiB
JavaScript

//=============================================================================
// One-Actor Menu Version 1.09
//=============================================================================
/*:
* @target MZ
* @plugindesc One-Actor's menu. This plugin is made for one playable actor only.
* @author Ventiqu - 2017 (transplanted for RMMZ with GrayOgre 2021)
*
* @param Level_Number_x_Distance
* @text Level-Number-x Distance
* @desc Set 'level' -number x distance from the text.
* default: 50
* @type number
* @default 50
*
* @param Class_text_x_Distance
* @text Class text x Distance
* @desc Set 'Class' -text's x distance.
* default: 160
* @type number
* @default 160
*
* @param Main_Menu_EXP_Display
* @text Main Menu EXP Display
* @desc Set the EXP displayed in Main menu. See help for detail.
* default: Total
* @default 0
* @type select
* @option Total
* @value 0
* @option Current
* @value 1
* @option Percent
* @value 2
* @option None
* @value 3
*
* @param ExptoLvl_text_x_Distance
* @text ExptoLvl text x Distance
* @desc Set 'ExpToLvl' -numbers x distance.
* default: 160
* @type number
* @default 160
*
* @param Status_Window_Width
* @text Status Window Width
* @desc Set Status window's width. You might need to change other
* parameters as well. Default: 325
* @type number
* @default 325
*
* @help
* -Update #9 30.4.2021-
*
* Remember to turn off Formation! Go to Database - System - Menu Commands and turn off Formation.
* This changes menu to look like its meant for one actor only.
*
* --Using ACTOR NOTES--
* Go to Database (f9) and to Actors. Then there you can set a note to that actor.
*
* <avatar:filename> set actor's different picture.
* put file at img/pictures and use same file name as parameter.
*
* example: <avatar:Bust_test>
* Case sensetive.
*
* Main Menu EXP Display:
* -Total : Show total EXP gained/needed
* -Current: Show EXP gained/needed this level
* -Percent: Show how many EXP gained this level in percentage
* -None : Hide EXP.
* At Max Level, EXP displayed in main menu will change to "MAX" text.
*
* -------------
* --Changelog--
* -------------
* 1.09 - 30.4.2021 - transplanted for the RPG Maker MZ with GrayOgre
* 1.08+- 19.9.2020 - EXP can be hidden or displayed in "gain/need" for this level
* 1.07+- 18.9.2020 - EXP can be displayed in number or percentage
* 1.05+- 20.1.2020 - Added params for "x" and "y" coordinates and command row visibility
* 1.05 - 25.1.2017 - Actor note added so you can add a bust picture of the actor. Plugin commands added.
* 1.04 - 20.11.2016 - Modified script.
* 1.03 - 25.6.2016 - Minor fixes.
* 1.02 - 11.6.2016 - Fixed black screen bug.
* 1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
*/
(function() {
'use strict';
function Scene_Base() {
this.initialize.apply(this, arguments);
}
const parameters = PluginManager.parameters('VE_Single_Actor_MZ');
const xdistance = Number(parameters['Level_Number_x_Distance'] || 50);
const xclass = Number(parameters['Class_text_x_Distance'] || 160);
const dispExp = Number(parameters['Main_Menu_EXP_Display'] || 0);
const xexptolvl = Number(parameters['ExptoLvl_text_x_Distance'] || 160);
const windowwidth = Number(parameters['Status_Window_Width'] || 325)
// this will create menus like status- and gold window
const _Scene_Menu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_Scene_Menu_create.call(this);
this._goldWindow.x = this._commandWindow.x;
this._goldWindow.y = this._commandWindow.y + this._commandWindow.height;
};
// this will create commandwindow
Scene_Menu.prototype.createCommandWindow = function() {
const rect = this.commandWindowRect();
this._commandWindow = new Window_MenuCommand(rect); //Position for menu x and y
this._commandWindow.setHandler('item', this.commandItem.bind(this));
this._commandWindow.setHandler('skill', this.commandPersonal.bind(this));
this._commandWindow.setHandler('equip', this.commandPersonal.bind(this));
this._commandWindow.setHandler('status', this.commandPersonal.bind(this));
this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
this._commandWindow.setHandler('options', this.commandOptions.bind(this));
this._commandWindow.setHandler('save', this.commandSave.bind(this));
this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this));
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
this.addWindow(this._commandWindow);
};
// Commnad Window Rectangle
Scene_Menu.prototype.commandWindowRect = function() {
const ww = this.mainCommandWidth();
const wh = this.calcWindowHeight(8, true);
const wx = Math.floor((Graphics.boxWidth - ww - windowwidth) / 2);
const wy = Math.floor((Graphics.boxHeight - wh - this.calcWindowHeight(1, true)) / 2);
return new Rectangle(wx, wy, ww, wh);
};
// this will push skill, equip or status depends on which you selected.
Scene_Menu.prototype.commandPersonal = function() {
this._statusWindow.setFormationMode(false);
switch (this._commandWindow.currentSymbol()) {
case 'skill':
SceneManager.push(Scene_Skill);
break;
case 'equip':
SceneManager.push(Scene_Equip);
break;
case 'status':
SceneManager.push(Scene_Status);
break;
}
};
// removed text from this so this wont mess around
Scene_Menu.prototype.onPersonalOk = function() {
};
Scene_Menu.prototype.statusWindowRect = function() {
const rect1 = this.commandWindowRect();
const rect2 = this.goldWindowRect();
const ww = windowwidth;
const wh = rect1.height + rect2.height;
const wx = rect1.x + rect1.width;
const wy = rect1.y;
return new Rectangle(wx, wy, ww, wh);
};
// Rows for menucommands
Window_MenuCommand.prototype.numVisibleRows = function() {
return comwinrow; //7;
};
// maxCols is for max party members shown. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
Window_MenuStatus.prototype.maxCols = function() {
return 1;
};
// just like maxCols, but this is rows. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
Window_MenuStatus.prototype.numVisibleRows = function() {
return 1;
};
// draws actor face.
Window_MenuStatus.prototype.drawItemImage = function(index) {
const actor = $gameParty.members()[index];
const rect = this.itemRectForText(index);
// load stand_picture
const bitmapName = $dataActors[actor.actorId()].meta.avatar;
const bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null; // ? on ternary operator.
const w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));
const h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));
const lineHeight = this.lineHeight();
this.changePaintOpacity(actor.isBattleMember());
// if actor has note <actor: filename> then do this.
if ( bitmap ) {
const sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : 0;
const sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : 0;
const dx = (bitmap.width > rect.width) ? rect.x :
rect.x + (rect.width - bitmap.width) / 2;
const dy = (bitmap.height > rect.height) ? rect.y :
rect.y + (rect.height - bitmap.height) / 2;
this.contents.blt(bitmap, sx, sy, w, h, dx, dy);
} else { // if there is not a note or its invalid, do the normal setting.
this.drawActorFace(actor, rect.x + 60, rect.y + lineHeight * 2.0, w, h);
}
this.changePaintOpacity(true);
};
// draws actor name, level, class, hp, mp and status icons.
Window_MenuStatus.prototype.drawItemStatus = function(index) {
const actor = $gameParty.members()[index];
const rect = this.itemRectForText(index);
const x = rect.x;
const y = rect.y;
const width = rect.width;
const bottom = y + rect.height;
const lineHeight = this.lineHeight();
this.drawActorName(actor, x, y + lineHeight * 0, width);
this.drawActorLevel(actor, x, y + lineHeight * 1, width);
this.drawActorClass(actor, x + xclass, y + lineHeight * 0, width);
this.drawActorHp(actor, x, bottom - lineHeight * 3.1, width);
this.drawActorMp(actor, x, bottom - lineHeight * 2.1, width);
this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
if (actor.isMaxLevel()) {
//if character reach max level, MAX will be displayed in main menu.
this.changeTextColor(this.textColor(10));
this.drawText("MAX", x + xexptolvl, y + lineHeight * 1, width);
this.resetTextColor();
} else {
switch (dispExp) {
//show Total EXP gain/need
case 0:
// Thanks to thalesgal's friend who did this 'to Level' text!
const toLevel = actor.nextRequiredExp() + actor.currentExp();
this.drawText(actor.currentExp() + "/ " + toLevel, x + xexptolvl, y + lineHeight * 1, width);
break;
//show EXP gain/need for this level
case 1:
// much thx to Lady_Blackpearl post about exp gauge
// maxExp is used to calculate the exact exp need for level up on the CURRENT characters level.
const maxExp1 = (actor.expForLevel(actor._level + 1) - actor.expForLevel(actor._level));;
// levelExp is used for know the exact exp obtained within the CURRENT LEVEL.
const levelExp1 = maxExp1 - actor.nextRequiredExp();
this.drawText(levelExp1 + "/" + maxExp1, x + xexptolvl, y +lineHeight * 1, width / 2);
break;
//show EXP gained in this level in percentile
case 2:
var maxExp2 = (actor.expForLevel(actor._level + 1) - actor.expForLevel(actor._level));;
var levelExp2 = maxExp2 - actor.nextRequiredExp();
var expPerc = Math.round((levelExp2 / maxExp2) * 100);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.expA, x + xexptolvl, y + lineHeight *1, 60);
this.resetTextColor();
this.drawText(expPerc + "%", x + xexptolvl + 60, y +lineHeight * 1, width);
break;
//don't show the EXP
case 3:
break;
}
}
};
// Draws actor's level number.
Window_Base.prototype.drawActorLevel = function(actor, x, y) {
this.changeTextColor(this.systemColor());
this.drawText(TextManager.levelA, x, y, 48);
this.resetTextColor();
this.drawText(actor.level, x + xdistance, y, 36, 'left');
};
Window_Selectable.prototype.itemRectForText = function(index) {
const rect = this.itemRect(index);
rect.x += this.textPadding();
rect.width -= this.textPadding() * 2;
return rect;
};
Window_MenuStatus.prototype.textPadding = function() {
return 6;
};
Window_MenuStatus.prototype.drawActorHp = function(actor, x, y, width) {
width = width || 186;
const color1 = ColorManager.hpGaugeColor1();
const color2 = ColorManager.hpGaugeColor2();
this.drawGauge(x, y, width, actor.hpRate(), color1, color2);
this.changeTextColor(ColorManager.systemColor());
this.drawText(TextManager.hpA, x, y, 44);
this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width,
ColorManager.hpColor(actor), ColorManager.normalColor());
};
Window_MenuStatus.prototype.drawGauge = function(x, y, width, rate, color1, color2) {
const fillW = Math.floor(width * rate);
const gaugeY = y + this.lineHeight() - 8;
this.contents.fillRect(x, gaugeY, width, 6, ColorManager.gaugeBackColor());
this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2);
};
Window_MenuStatus.prototype.drawCurrentAndMax = function(current, max, x, y, width, color1, color2) {
const labelWidth = this.textWidth('HP');
const valueWidth = this.textWidth('0000');
const slashWidth = this.textWidth('/');
const x1 = x + width - valueWidth;
const x2 = x1 - slashWidth;
const x3 = x2 - valueWidth;
if (x3 >= x + labelWidth) {
this.changeTextColor(color1);
this.drawText(current, x3, y, valueWidth, 'right');
this.changeTextColor(color2);
this.drawText('/', x2, y, slashWidth, 'right');
this.drawText(max, x1, y, valueWidth, 'right');
} else {
this.changeTextColor(color1);
this.drawText(current, x1, y, valueWidth, 'right');
};
Window_MenuStatus.prototype.drawActorMp = function(actor, x, y, width) {
width = width || 186;
const color1 = ColorManager.mpGaugeColor1();
const color2 = ColorManager.mpGaugeColor2();
this.drawGauge(x, y, width, actor.mpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.mpA, x, y, 44);
this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, ColorManager.mpColor(actor), ColorManager.normalColor());
};
};
Game_System.prototype.winCount = function() {
return this._winCount;
};
})();