//============================================================================= // Yanfly Engine Plugins - Message Core // YEP_MessageCore.js //============================================================================= var Imported = Imported || {}; Imported.YEP_MessageCore = true; var Yanfly = Yanfly || {}; Yanfly.Message = Yanfly.Message || {}; //============================================================================= /*: * @plugindesc v1.02 Adds more features to the Message Window to customized * the way your messages appear and functions. * @author Yanfly Engine Plugins * * @param ---General--- * @default * * @param Default Rows * @desc This is default amount of rows the message box will have. * Default: 4 * @default 4 * * @param Default Width * @desc This is default width for the message box in pixels. * Default: Graphics.boxWidth * @default Graphics.boxWidth * * @param Face Indent * @desc If using a face graphic, this is how much text indents by. * Default: Window_Base._faceWidth + 24 * @default Window_Base._faceWidth + 24 * * @param Fast Forward * @desc Using this will enable a fast forward button to skip forward * quickly. If you don't wish to use this, use 'false' instead. * @default Input.isPressed('pagedown') * * @param Word Wrapping * @desc Use this to enable or disable word wrapping by default. * OFF - false ON - true * @default false * * @param Description Wrap * @desc Use this to enable or disable word wrapping for descriptions. * OFF - false ON - true * @default false * * @param ---Font--- * @default * * @param Font Name * @desc This is the default font used for the Message Window. * Default: GameFont * @default GameFont * * @param Font Size * @desc This is the default font size used for the Message Window. * Default: 28 * @default 28 * * @param Font Size Change * @desc Whenever \{ and \} are used, they adjust by this value. * Default: 12 * @default 12 * * @param Font Changed Max * @desc This is the maximum size achieved by \{. * Default: 96 * @default 96 * * @param Font Changed Min * @desc This is the minimum size achieved by \{. * Default: 12 * @default 12 * * @param ---Name Box--- * @default * * @param Name Box Buffer X * @desc This is the buffer for the x location of the Name Box. * @default -28 * * @param Name Box Buffer Y * @desc This is the buffer for the y location of the Name Box. * @default 0 * * @param Name Box Padding * @desc This is the value for the padding of the Name Box. * @default this.standardPadding() * 4 * * @param Name Box Color * @desc This is the text color used for the Name Box. * @default 0 * * @param Name Box Clear * @desc Do you wish for the Name Box window to be clear? * NO - false YES - true * @default false * * @param Name Box Added Text * @desc This text is always added whenever the name box is used. * This can be used to automatically set up colors. * @default \c[6] * * @help * ============================================================================ * Introduction * ============================================================================ * * While RPG Maker MV Ace certainly improved the message system a whole lot, it * wouldn't hurt to add in a few more features, such as name windows, * converting textcodes to write out the icons and/or names of items, weapons, * armours, and* more in quicker fashion. This script also gives the developer * the ability to adjust the size of the message window during the game, give * it a separate font, and to give the player a text fast-forward feature. * * ============================================================================ * Word Wrapping * ============================================================================ * * Word wrapping is now possible through the message system. You can enable and * disable Word wrap using Plugin Commands. While using word wrap, if the word * is to extend past the message window's area, it will automatically go to the * following line. That said, word wrap will disable the editor's line breaks * and will require you to use the ones provided by the plugin: * *
or is text code to apply a line break. Use this before or * after a part in which you wish to start a new line. * * Keep in mind word wrapping is mostly for message windows. However, in other * places that you'd like to see word wrapping, such as item descriptions, * insert at the beginning of the text to enable it. * * ============================================================================ * Text Codes * ============================================================================ * * By using certain text codes in your messages, you can have the game replace * them with the following: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Text Code Function * \V[n] Replaced by the value of the nth variable. * \N[n] Replaced by the name of the nth actor. * \P[n] Replaced by the name of the nth party member. * \G Replaced by the currency unit. * \C[n] Draw the subsequent text in the nth color. * \I[n] Draw the nth icon. * \{ Increases the text size by one step. * \} Decreases the text size by one step. * \\ Replaced with the backslash character. * \$ Opens the gold window. * \. Waits 1/4th seconds. * \| Waits 1 second. * \! Waits for button input. * \> Display remaining text on same line all at once. * \< Cancel the effect that displays text all at once. * \^ Do not wait for input after displaying text. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Wait: Effect: * \w[x] - Waits x frames (60 frames = 1 second). Message window only. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * NameWindow: Effect: * \n - Creates a name box with x string. Left side. *Note * \nc - Creates a name box with x string. Centered. *Note * \nr - Creates a name box with x string. Right side. *Note * * *Note: Works for message window only. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Line Break Effect: *
- If using word wrap mode, this will cause a line break. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Position: Effect: * \px[x] - Sets x position of text to x. * \py[x] - Sets y position of text to y. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Outline: Effect: * \oc[x] - Sets outline colour to x. * \ow[x] - Sets outline width to x. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Font: Effect: * \fr - Resets all font changes. * \fs[x] - Changes font size to x. * \fn - Changes font name to x. * \fb - Toggles font boldness. * \fi - Toggles font italic. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Actor: Effect: * \af[x] - Shows face of actor x. *Note * \ac[x] - Writes out actor's class name. * \an[x] - Writes out actor's nickname. * * *Note: Works for message window only. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Party: Effect: * \pf[x] - Shows face of party member x. *Note * \pc[x] - Writes out party member x's class name. * \pn[x] - Writes out party member x's nickname. * * *Note: Works for message window only. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Names: Effect: * \nc[x] - Writes out class x's name. * \ni[x] - Writes out item x's name. * \nw[x] - Writes out weapon x's name. * \na[x] - Writes out armour x's name. * \ns[x] - Writes out skill x's name. * \nt[x] - Writes out state x's name. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Icon Names: Effect: * \ii[x] - Writes out item x's name including icon. * \iw[x] - Writes out weapon x's name including icon. * \ia[x] - Writes out armour x's name including icon. * \is[x] - Writes out skill x's name including icon. * \it[x] - Writes out state x's name including icon. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * And those are the text codes added with this script. Keep in mind that some * of these text codes only work for the Message Window. Otherwise, they'll * work for help descriptions, actor biographies, and others. * * ============================================================================ * Plugin Commands * ============================================================================ * * The following are some plugin commands you can use through the Event Editor * to change various aspects about the Message system. * * Plugin Comand * MessageRows 6 = Changes the Message Rows displayed to 6. If you * are using continuous Show Text events, this will * continue displaying the following lines's texts * until it hits the row limit. Anything after that * is cut off until the next message starts to avoid * accidental overlap. * * MessageWidth 400 = Changes the Message Window Width to 400 pixels. * This will cut off any words that are shown too * far to the right so adjust accordingly! * * EnableWordWrap = Enables wordwrapping. If a word extends past the * window size, it will automatically move onto the * next line. Keep in mind, you will need to use * \br to perform line breaks. * * DisableWordWrap = This disables wordwrapping. Line breaks will be * automatic at points where a new line is started * in the editor. * * ============================================================================ * Changelog * ============================================================================ * * Version 1.02: * - Namebox Window's overlap feature that's in every MV window is now disabled * to allow for overlapping with main message window. * - Updated window positioning for Branch Choices, Number Input, and Item * Selection windows. * * Version 1.01: * - Added 'Description Wrap' into the parameters to allow for all item * descriptions to be automatically processed with word wrapping. * * Version 1.00: * - Finished plugin! */ /*:ja * @plugindesc メッセージの表示方法や機能をカスタマイズすることができます。 * @author Yanfly Engine Plugins * * @param ---一般--- * @default * * @param Default Rows * @desc メッセージボックスに表示されるデフォルトの行数を指定します。 * Default: 4 * @default 4 * * @param Default Width * @desc メッセージボックスの幅をピクセルで指定します。 * Default: Graphics.boxWidth * @default Graphics.boxWidth * * @param Face Indent * @desc 顔グラフィックを使っている時の、テキストインデント値を指定します。 * Default: Window_Base._faceWidth + 24 * @default Window_Base._faceWidth + 24 * * @param Fast Forward * @desc 早送りボタンを導入することができます。不要な場合は 'false' を記入してください。 * @default Input.isPressed('pagedown') * * @param Word Wrapping * @desc ワードラップ機能の ON/OFF を決定します。 * OFF - false ON - true * @default false * * @param Description Wrap * @desc 詳細の欄でのワードラップ機能の ON/OFF を決定します。 * OFF - false ON - true * @default false * * @param ---フォント--- * @default * * @param Font Name * @desc メッセージウィンドウに使われるデフォルトのフォントを指定します。 * Default: GameFont * @default GameFont * * @param Font Size * @desc メッセージウィンドウに使われるデフォルトのフォントサイズを指定します。 * Default: 28 * @default 28 * * @param Font Size Change * @desc \{ と \} が使われた際、このフォントサイズを適用します。 * Default: 12 * @default 12 * * @param Font Changed Max * @desc \{ によって生じるフォントの最大サイズを指定します。 * Default: 96 * @default 96 * * @param Font Changed Min * @desc \{ によって生じるフォントの最小サイズを指定します。 * Default: 12 * @default 12 * * @param ---Name Box--- * @default * * @param Name Box Buffer X * @desc ネームボックスのバッファを指定します (x軸) * @default -28 * * @param Name Box Buffer Y * @desc ネームボックスのバッファを指定します (y軸) * @default 0 * * @param Name Box Padding * @desc ネームボックスのパディング値を指定します。 * @default this.standardPadding() * 4 * * @param Name Box Color * @desc ネームボックスに使われるテキスト色を指定します。 * @default 0 * * @param Name Box Clear * @desc ネームボックスを空欄にしますか? * NO - false YES - true * @default false * * @param Name Box Added Text * @desc ネームボックスが使われる際には必ずこのテキストが追加されます。自動的にカラー設定をしたい場合などに使われます。 * @default \c[6] * * @help * ============================================================================ * Introduction * ============================================================================ * * RPGツクールMVではメッセージシステムが強化されましたが、このプラグインを使えば * 更にアイテム・武器・防具・衣装の名前や、アイコンのテキストコードの * 変換を容易に行なうことができます。 * * またこのスクリプトでは、ゲーム中にメッセージウィンドウのサイズを最適化したり、 * セパレートフォントや、テキストの早送り機能を提供します。 * * ============================================================================ * Word Wrapping * ============================================================================ * * ワードラップ機能は、メッセージシステム上で使うことができます。 * プラグインコマンドを用いて、有効/無効の切り替えを行ってください。 * ワードラップを使うことで、メッセージウィンドウ外へはみ出た文章を、自動的に * 次の行に折り返します。この際、エディターの改行入力は無効化され、プラグイン * による改行が優先されます。 * *
もしくはというテキストコードを使って、改行を行います。 * 新しい行を始めたい部分の前、もしくは後にこのコードを入力してください。 * * ワードラップ機能は、メッセージウィンドウ向けの機能ですが、 * アイテム詳細など、それ以外の部分にもこの機能を用いたい場合、 * そのテキストの先頭にと挿入すれば、利用することができます。 * * ============================================================================ * Text Codes * ============================================================================ * * メッセージ内で特定のテキストコードを使うことで、下記のような置き換えを * 行うことができます。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Text Code Function * \V[n] n 番目の変数の値と置き換えられます。 * \N[n] n 番目のアクター名と置き換えられます。 * \P[n] n 番目のパーティメンバー名と置き換えられます。 * \G 通貨単位と置き換えられます。 * \C[n] 続くテキストを、n 番目のカラーで表示します。 * \I[n] n 番目のアイコンを表示します。 * \{ テキストサイズを一段階大きくします。 * \} テキストサイズを一段階小さくします。 * \\ \のキャラクターと置き換えられます。 * \$ 所持金ウィンドウを開きます。 * \. 1/4 秒の間をあけます。 * \| 1 秒の間をあけます。 * \! ボタンインプットを待ちます。 * \> 同じラインの残りのテキストを一気に表示します。 * \< 上記のエフェクトをキャンセルします。 * \^ テキスト表示後にインプットを待たなくなります。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Wait: Effect: * \w[x] - x フレーム分の間をあけます (60フレーム = 1秒) * メッセージウィンドウ限定の機能です。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * NameWindow: Effect: * \n - 左揃えで x の文字列でネームボックスを作成します。 *注 * \nc - 中央揃えで x の文字列でネームボックスを作成します。 *注 * \nr - 右揃えで x の文字列でネームボックスを作成します。 *注 * * *注 : メッセージウィンドウのみに有効 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Line Break Effect: *
- ワードラップモードで改行を行います。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Position: Effect: * \px[x] - テキストのx方向の位置を指定します。 * \py[x] - テキストのy方向の位置を指定します。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Outline: Effect: * \oc[x] - アウトラインの色を x にします。 * \ow[x] - アウトラインの幅を x にします。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Font: Effect: * \fr - 全てのフォント変更をリセットします。 * \fs[x] - フォントサイズを x に変更します。 * \fn - フォント名を x に変更します。 * \fb - ボールド設定を切り替えます。 * \fi - イタリック設定を切り替えます。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Actor: Effect: * \af[x] - アクター x の顔を表示します。(注) * \ac[x] - アクターの職業名を表示します。 * \an[x] - アクターのニックネームを表示します。 * * 注 : メッセージウィンドウのみで有効 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Party: Effect: * \pf[x] - パーティメンバー x の顔を表示します。(注) * \pc[x] - パーティメンバー x の職業名を表示します。 * \pn[x] - パーティメンバー x のニックネームを表示します。 * * 注 : メッセージウィンドウのみで有効 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Names: Effect: * \nc[x] - 職業 x の名前を表示します。 * \ni[x] - アイテム x の名前を表示します。 * \nw[x] - 武器 x の名前を表示します。 * \na[x] - 防具 x の名前を表示します。 * \ns[x] - スキル x の名前を表示します。 * \nt[x] - ステート x の名前を表示します。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Icon Names: Effect: * \ii[x] - アイテム x の名前とアイコンを表示します。 * \iw[x] - 武器 x の名前とアイコンを表示します。 * \ia[x] - 防具 x の名前とアイコンを表示します。 * \is[x] - スキル x の名前とアイコンを表示します。 * \it[x] - ステート x の名前とアイコンを表示します。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * これらはスクリプトと共に加えられたテキストコードです。これらのコードは、 * メッセージウィンドウにのみ働くものであることに気を付けてください。またそれ * 以外にも、ヘルプの詳細、アクタープロフィールなどにも有効です。 * * ============================================================================ * Plugin Commands * ============================================================================ * * イベントエディタを通して下記のプラグインコマンドを用いることで、メッセージ * システムの様々な要素を変更することができます。 * * プラグインコマンド * MessageRows 6 = 表示されるメッセージの列を6にします。もし * [文章の表示]を継続的に使っている場合、行の * リミットに到達するまで、あとに続く文章を表示し * 続けます。それ以降の文章については、重複回避 * のためにカットされます。 * * MessageWidth 400 = メッセージウィンドウの幅を400ピクセルに変更します。 * 右側に寄りすぎている文字は、適宜カットされ調整が * 行われます。 * * EnableWordWrap = ワードラップを有効にします。文がウィンドウサイズ * を超えてしまった時に、自動的に次の行に進みます * 改行する際は '\br'を挿入してください。 * * DisableWordWrap = ワードラップを無効にします。エディタ内で新しい文 * が始まった地点で、自動的に改行されます。 * * ============================================================================ * Changelog * ============================================================================ * * Version 1.02: * - Namebox Window's overlap feature that's in every MV window is now disabled * to allow for overlapping with main message window. * - Updated window positioning for Branch Choices, Number Input, and Item * Selection windows. * * Version 1.01: * - Added 'Description Wrap' into the parameters to allow for all item * descriptions to be automatically processed with word wrapping. * * Version 1.00: * - Finished plugin! */ //============================================================================= //============================================================================= // Parameter Variables //============================================================================= Yanfly.Parameters = PluginManager.parameters('YEP_MessageCore'); Yanfly.Param = Yanfly.Param || {}; Yanfly.Param.MSGDefaultRows = String(Yanfly.Parameters['Default Rows']); Yanfly.Param.MSGDefaultWidth = String(Yanfly.Parameters['Default Width']); Yanfly.Param.MSGFaceIndent = String(Yanfly.Parameters['Face Indent']); Yanfly.Param.MSGFastForward = String(Yanfly.Parameters['Fast Forward']); Yanfly.Param.MSGWordWrap = String(Yanfly.Parameters['Word Wrapping']); Yanfly.Param.MSGDescWrap = String(Yanfly.Parameters['Description Wrap']); Yanfly.Param.MSGFontName = String(Yanfly.Parameters['Font Name']); Yanfly.Param.MSGFontSize = Number(Yanfly.Parameters['Font Size']); Yanfly.Param.MSGFontSizeChange = String(Yanfly.Parameters['Font Size Change']); Yanfly.Param.MSGFontChangeMax = String(Yanfly.Parameters['Font Changed Max']); Yanfly.Param.MSGFontChangeMin = String(Yanfly.Parameters['Font Changed Min']); Yanfly.Param.MSGNameBoxBufferX = String(Yanfly.Parameters['Name Box Buffer X']); Yanfly.Param.MSGNameBoxBufferY = String(Yanfly.Parameters['Name Box Buffer Y']); Yanfly.Param.MSGNameBoxPadding = String(Yanfly.Parameters['Name Box Padding']); Yanfly.Param.MSGNameBoxColor = Number(Yanfly.Parameters['Name Box Color']); Yanfly.Param.MSGNameBoxClear = String(Yanfly.Parameters['Name Box Clear']); Yanfly.Param.MSGNameBoxText = String(Yanfly.Parameters['Name Box Added Text']); //============================================================================= // Bitmap //============================================================================= Yanfly.Message.Bitmap_initialize = Bitmap.prototype.initialize; Bitmap.prototype.initialize = function(width, height) { Yanfly.Message.Bitmap_initialize.call(this, width, height); this.fontBold = false; }; Yanfly.Message.Bitmap_makeFontNameText = Bitmap.prototype._makeFontNameText; Bitmap.prototype._makeFontNameText = function() { if (this.fontBold) return 'Bold ' + this.fontSize + 'px ' + this.fontFace; return Yanfly.Message.Bitmap_makeFontNameText.call(this); }; //============================================================================= // Game_System //============================================================================= Yanfly.Message.Game_System_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function() { Yanfly.Message.Game_System_initialize.call(this); this.initMessageSystem(); }; Game_System.prototype.initMessageSystem = function() { this._wordWrap = eval(Yanfly.Param.MSGWordWrap); }; Game_System.prototype.messageRows = function() { var rows = eval(this._messageRows) || eval(Yanfly.Param.MSGDefaultRows); return Math.max(1, parseInt(rows)); }; Game_System.prototype.messageWidth = function() { return eval(this._messageWidth) || eval(Yanfly.Param.MSGDefaultWidth); }; Game_System.prototype.wordWrap = function() { if (this._wordWrap === undefined) this.initMessageSystem(); return this._wordWrap; }; Game_System.prototype.setWordWrap = function(state) { if (this._wordWrap === undefined) this.initMessageSystem(); this._wordWrap = state; }; //============================================================================= // Game_Message //============================================================================= Game_Message.prototype.addText = function(text) { if ($gameSystem.wordWrap()) text = '' + text; this.add(text); }; //============================================================================= // Game_Interpreter //============================================================================= Yanfly.Message.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { Yanfly.Message.Game_Interpreter_pluginCommand.call(this, command, args); if (command === 'MessageRows') $gameSystem._messageRows = args[0]; if (command === 'MessageWidth') $gameSystem._messageWidth = args[0]; if (command === 'EnableWordWrap') $gameSystem.setWordWrap(true); if (command === 'DisableWordWrap') $gameSystem.setWordWrap(false); }; Game_Interpreter.prototype.command101 = function() { if (!$gameMessage.isBusy()) { $gameMessage.setFaceImage(this._params[0], this._params[1]); $gameMessage.setBackground(this._params[2]); $gameMessage.setPositionType(this._params[3]); while (this.isContinueMessageString()) { this._index++; if (this._list[this._index].code === 401) { $gameMessage.addText(this.currentCommand().parameters[0]); } if ($gameMessage._texts.length >= $gameSystem.messageRows()) break; } switch (this.nextEventCode()) { case 102: this._index++; this.setupChoices(this.currentCommand().parameters); break; case 103: this._index++; this.setupNumInput(this.currentCommand().parameters); break; case 104: this._index++; this.setupItemChoice(this.currentCommand().parameters); break; } this._index++; this.setWaitMode('message'); } return false; }; Game_Interpreter.prototype.isContinueMessageString = function() { if (this.nextEventCode() === 101 && $gameSystem.messageRows() > 4) { return true; } else { return this.nextEventCode() === 401; } }; //============================================================================= // Window_Base //============================================================================= Yanfly.Message.Window_Base_resetFontSettings = Window_Base.prototype.resetFontSettings; Window_Base.prototype.resetFontSettings = function() { Yanfly.Message.Window_Base_resetFontSettings.call(this); this.contents.fontBold = false; this.contents.fontItalic = false; this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)'; this.contents.outlineWidth = 4; }; Window_Base.prototype.textWidthEx = function(text) { return this.drawTextEx(text, 0, this.contents.height); }; Yanfly.Message.Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; Window_Base.prototype.convertEscapeCharacters = function(text) { text = this.setWordWrap(text); text = Yanfly.Message.Window_Base_convertEscapeCharacters.call(this, text); text = this.convertExtraEscapeCharacters(text); return text; }; Window_Base.prototype.setWordWrap = function(text) { this._wordWrap = false; if (text.match(/<(?:WordWrap)>/i)) { this._wordWrap = true; text = text.replace(/<(?:WordWrap)>/gi, '\n'); } if (this._wordWrap) { text = text.replace(/[\n\r]+/g, ''); text = text.replace(/<(?:BR|line break)>/gi, '\n'); } return text; }; Window_Base.prototype.convertExtraEscapeCharacters = function(text) { // \AC[n] text = text.replace(/\x1bAC\[(\d+)\]/gi, function() { return this.actorClassName(parseInt(arguments[1])); }.bind(this)); // \AN[n] text = text.replace(/\x1bAN\[(\d+)\]/gi, function() { return this.actorNickname(parseInt(arguments[1])); }.bind(this)); // \PC[n] text = text.replace(/\x1bPC\[(\d+)\]/gi, function() { return this.partyClassName(parseInt(arguments[1])); }.bind(this)); // \PN[n] text = text.replace(/\x1bPN\[(\d+)\]/gi, function() { return this.partyNickname(parseInt(arguments[1])); }.bind(this)); // \NC[n] text = text.replace(/\x1bNC\[(\d+)\]/gi, function() { return $dataClasses[parseInt(arguments[1])].name; }.bind(this)); // \NI[n] text = text.replace(/\x1bNI\[(\d+)\]/gi, function() { return $dataItems[parseInt(arguments[1])].name; }.bind(this)); // \NW[n] text = text.replace(/\x1bNW\[(\d+)\]/gi, function() { return $dataWeapons[parseInt(arguments[1])].name; }.bind(this)); // \NA[n] text = text.replace(/\x1bNA\[(\d+)\]/gi, function() { return $dataArmors[parseInt(arguments[1])].name; }.bind(this)); // \NE[n] text = text.replace(/\x1bNE\[(\d+)\]/gi, function() { return $dataEnemies[parseInt(arguments[1])].name; }.bind(this)); // \NS[n] text = text.replace(/\x1bNS\[(\d+)\]/gi, function() { return $dataSkills[parseInt(arguments[1])].name; }.bind(this)); // \NT[n] text = text.replace(/\x1bNT\[(\d+)\]/gi, function() { return $dataStates[parseInt(arguments[1])].name; }.bind(this)); // \II[n] text = text.replace(/\x1bII\[(\d+)\]/gi, function() { return this.escapeIconItem(arguments[1], $dataItems); }.bind(this)); // \IW[n] text = text.replace(/\x1bIW\[(\d+)\]/gi, function() { return this.escapeIconItem(arguments[1], $dataWeapons); }.bind(this)); // \IA[n] text = text.replace(/\x1bIA\[(\d+)\]/gi, function() { return this.escapeIconItem(arguments[1], $dataArmors); }.bind(this)); // \IS[n] text = text.replace(/\x1bIS\[(\d+)\]/gi, function() { return this.escapeIconItem(arguments[1], $dataSkills); }.bind(this)); // \IT[n] text = text.replace(/\x1bIT\[(\d+)\]/gi, function() { return this.escapeIconItem(arguments[1], $dataStates); }.bind(this)); // Finish return text; }; Window_Base.prototype.actorClassName = function(n) { var actor = n >= 1 ? $gameActors.actor(n) : null; return actor ? actor.currentClass().name : ''; }; Window_Base.prototype.actorNickname = function(n) { var actor = n >= 1 ? $gameActors.actor(n) : null; return actor ? actor.nickname() : ''; }; Window_Base.prototype.partyClassName = function(n) { var actor = n >= 1 ? $gameParty.members()[n - 1] : null; return actor ? actor.currentClass().name : ''; }; Window_Base.prototype.partyNickname = function(n) { var actor = n >= 1 ? $gameParty.members()[n - 1] : null; return actor ? actor.nickname() : ''; }; Window_Base.prototype.escapeIconItem = function(n, database) { return '\x1bI[' + database[n].iconIndex + ']' + database[n].name; }; Window_Base.prototype.obtainEscapeString = function(textState) { var arr = /^\<(.*)\>/.exec(textState.text.slice(textState.index)); if (arr) { textState.index += arr[0].length; return String(arr[0].slice(1, arr[0].length - 1)); } else { return ''; } }; Yanfly.Message.Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter; Window_Base.prototype.processEscapeCharacter = function(code, textState) { switch (code) { case 'FR': this.resetFontSettings(); break; case 'FS': this.contents.fontSize = this.obtainEscapeParam(textState); break; case 'FN': var name = this.obtainEscapeString(textState); this.contents.fontFace = name; break; case 'FB': this.contents.fontBold = !this.contents.fontBold; break; case 'FI': this.contents.fontItalic = !this.contents.fontItalic; break; case 'OC': var id = this.obtainEscapeParam(textState); this.contents.outlineColor = this.textColor(id); break; case 'OW': this.contents.outlineWidth = this.obtainEscapeParam(textState); break; case 'PX': textState.x = this.obtainEscapeParam(textState); break; case 'PY': textState.y = this.obtainEscapeParam(textState); break; break; default: Yanfly.Message.Window_Base_processEscapeCharacter.call(this, code, textState); break; } }; Window_Base.prototype.makeFontBigger = function() { var size = this.contents.fontSize + eval(Yanfly.Param.MSGFontSizeChange); this.contents.fontSize = Math.min(size, Yanfly.Param.MSGFontChangeMax); }; Window_Base.prototype.makeFontSmaller = function() { var size = this.contents.fontSize - eval(Yanfly.Param.MSGFontSizeChange); this.contents.fontSize = Math.max(size, Yanfly.Param.MSGFontChangeMin); }; Yanfly.Message.Window_Base_processNormalCharacter = Window_Base.prototype.processNormalCharacter; Window_Base.prototype.processNormalCharacter = function(textState) { if (this.checkWordWrap(textState)) return this.processNewLine(textState); Yanfly.Message.Window_Base_processNormalCharacter.call(this, textState); }; Window_Base.prototype.checkWordWrap = function(textState) { if (!textState) return false; if (!this._wordWrap) return false; if (textState.text[textState.index] === ' ') { var nextSpace = textState.text.indexOf(' ', textState.index + 1); var nextBreak = textState.text.indexOf('\n', textState.index + 1); if (nextSpace < 0) nextSpace = textState.text.length + 1; if (nextBreak > 0) nextSpace = Math.min(nextSpace, nextBreak); var word = textState.text.substring(textState.index, nextSpace); var size = this.textWidth(word); } return (size + textState.x > this.contents.width); }; Window_Base.prototype.saveCurrentWindowSettings = function(){ this._saveFontFace = this.contents.fontFace; this._saveFontSize = this.contents.fontSize; this._savetextColor = this.contents.textColor; this._saveFontBold = this.contents.fontBold; this._saveFontItalic = this.contents.fontItalic; this._saveOutlineColor = this.contents.outlineColor; this._saveOutlineWidth = this.contents.outlineWidth; }; Window_Base.prototype.restoreCurrentWindowSettings = function(){ this.contents.fontFace = this._saveFontFace; this.contents.fontSize = this._saveFontSize; this.contents.textColor = this._savetextColor; this.contents.fontBold = this._saveFontBold; this.contents.fontItalic = this._saveFontItalic; this.contents.outlineColor = this._saveOutlineColor; this.contents.outlineWidth = this._saveOutlineWidth; }; Window_Base.prototype.clearCurrentWindowSettings = function(){ this._saveFontFace = undefined; this._saveFontSize = undefined; this._savetextColor = undefined; this._saveFontBold = undefined; this._saveFontItalic = undefined; this._saveOutlineColor = undefined; this._saveOutlineWidth = undefined; }; Window_Base.prototype.textWidthExCheck = function(text) { var setting = this._wordWrap; this._wordWrap = false; this.saveCurrentWindowSettings(); this._checkWordWrapMode = true; var value = this.drawTextEx(text, 0, this.contents.height); this._checkWordWrapMode = false; this.restoreCurrentWindowSettings(); this.clearCurrentWindowSettings(); this._wordWrap = setting; return value; }; //============================================================================= // Window_Help //============================================================================= Yanfly.Message.Window_Help_setItem = Window_Help.prototype.setItem; Window_Help.prototype.setItem = function(item) { if (eval(Yanfly.Param.MSGDescWrap)) { this.setText(item ? '' + item.description : ''); } else { Yanfly.Message.Window_Help_setItem.call(this, item); } }; //============================================================================= // Window_ChoiceList //============================================================================= Window_ChoiceList.prototype.standardFontFace = function() { return Yanfly.Param.MSGFontName; }; Window_ChoiceList.prototype.standardFontSize = function() { return Yanfly.Param.MSGFontSize; }; Yanfly.Message.Window_ChoiceList_updatePlacement = Window_ChoiceList.prototype.updatePlacement; Window_ChoiceList.prototype.updatePlacement = function() { Yanfly.Message.Window_ChoiceList_updatePlacement.call(this); var messagePosType = $gameMessage.positionType(); if (messagePosType === 0) { this.y = this._messageWindow.height; } else if (messagePosType === 2) { this.y = Graphics.boxHeight - this._messageWindow.height - this.height; } }; //============================================================================= // Window_NumberInput //============================================================================= Yanfly.Message.Window_NumberInput_updatePlacement = Window_NumberInput.prototype.updatePlacement; Window_NumberInput.prototype.updatePlacement = function() { Yanfly.Message.Window_NumberInput_updatePlacement.call(this); var messagePosType = $gameMessage.positionType(); if (messagePosType === 0) { this.y = this._messageWindow.height; } else if (messagePosType === 1) { if (messageY >= Graphics.boxHeight / 2) { this.y = messageY - this.height; } else { this.y = messageY + this._messageWindow.height; } } else if (messagePosType === 2) { this.y = Graphics.boxHeight - this._messageWindow.height - this.height; } }; //============================================================================= // Window_EventItem //============================================================================= Yanfly.Message.Window_EventItem_updatePlacement = Window_EventItem.prototype.updatePlacement; Window_EventItem.prototype.updatePlacement = function() { Yanfly.Message.Window_EventItem_updatePlacement.call(this); var messagePosType = $gameMessage.positionType(); if (messagePosType === 0) { this.y = Graphics.boxHeight - this.height; } else if (messagePosType === 2) { this.y = 0; } }; //============================================================================= // Window_ScrollText //============================================================================= Window_ScrollText.prototype.standardFontFace = function() { return Yanfly.Param.MSGFontName; }; Window_ScrollText.prototype.standardFontSize = function() { return Yanfly.Param.MSGFontSize; }; //============================================================================= // Window_NameBox //============================================================================= Yanfly.DisableWebGLMask = false; function Window_NameBox() { this.initialize.apply(this, arguments); } Window_NameBox.prototype = Object.create(Window_Base.prototype); Window_NameBox.prototype.constructor = Window_NameBox; Window_NameBox.prototype.initialize = function(parentWindow) { this._parentWindow = parentWindow; this._ignoreMask = true Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight()); this._text = ''; this._openness = 0; this._closeCounter = 0; this.deactivate(); if (eval(Yanfly.Param.MSGNameBoxClear)) { this.backOpacity = 0; this.opacity = 0; } }; Yanfly.Message.WindowLayer_webglMaskWindow = WindowLayer.prototype._webglMaskWindow; WindowLayer.prototype._webglMaskWindow = function(renderSession, win) { if (win._ignoreMask) return; Yanfly.Message.WindowLayer_webglMaskWindow.call(this, renderSession, win); }; Window_NameBox.prototype.windowWidth = function() { this.resetFontSettings(); var dw = this.textWidthEx(this._text); dw += this.padding * 2; return dw + eval(Yanfly.Param.MSGNameBoxPadding); }; Window_NameBox.prototype.textWidthEx = function(text) { return this.drawTextEx(text, 0, this.contents.height); }; Window_NameBox.prototype.calcNormalCharacter = function(textState) { return this.textWidth(textState.text[textState.index++]); }; Window_NameBox.prototype.windowHeight = function() { return this.fittingHeight(1); }; Window_NameBox.prototype.standardFontFace = function() { return Yanfly.Param.MSGFontName; }; Window_NameBox.prototype.standardFontSize = function() { return Yanfly.Param.MSGFontSize; }; Window_NameBox.prototype.update = function() { Window_Base.prototype.update.call(this); if (this.active) return; if (this.isClosed()) return; if (this.isClosing()) return; if (this._closeCounter-- > 0) return; this.close(); }; Window_NameBox.prototype.refresh = function(text, position) { this._text = Yanfly.Param.MSGNameBoxText + text; this._position = position; this.width = this.windowWidth(); this.createContents(); this.contents.clear(); this.resetFontSettings(); this.changeTextColor(this.textColor(Yanfly.Param.MSGNameBoxColor)); var padding = eval(Yanfly.Param.MSGNameBoxPadding) / 2; this.drawTextEx(this._text, padding, 0, this.contents.width); this._parentWindow.adjustWindowSettings(); this._parentWindow.updatePlacement(); this.adjustPositionX(); this.adjustPositionY(); this.open(); this.activate(); this._closeCounter = 4; return ''; }; Window_NameBox.prototype.adjustPositionX = function() { if (this._position === 1) { this.x = this._parentWindow.x; this.x += eval(Yanfly.Param.MSGNameBoxBufferX); } else if (this._position === 2) { this.x = this._parentWindow.x; this.x += this._parentWindow.width * 3 / 10; this.x -= this.width / 2; } else if (this._position === 3) { this.x = this._parentWindow.x; this.x += this._parentWindow.width / 2; this.x -= this.width / 2; } else if (this._position === 4) { this.x = this._parentWindow.x; this.x += this._parentWindow.width * 7 / 10; this.x -= this.width / 2; } else { this.x = this._parentWindow.x + this._parentWindow.width; this.x -= this.width; this.x -= eval(Yanfly.Param.MSGNameBoxBufferX); } this.x = this.x.clamp(0, Graphics.boxWidth - this.width); }; Window_NameBox.prototype.adjustPositionY = function() { if ($gameMessage.positionType() === 0) { this.y = this._parentWindow.y + this._parentWindow.height; this.y -= eval(Yanfly.Param.MSGNameBoxBufferY); } else { this.y = this._parentWindow.y; this.y -= this.height; this.y += eval(Yanfly.Param.MSGNameBoxBufferY); } }; //============================================================================= // Window_Message //============================================================================= Yanfly.Message.Window_Message_subWindows = Window_Message.prototype.subWindows; Window_Message.prototype.subWindows = function() { var subWindows = Yanfly.Message.Window_Message_subWindows.call(this); subWindows = subWindows.concat([this._nameWindow]); return subWindows; }; Yanfly.Message.Window_Message_createSubWindows = Window_Message.prototype.createSubWindows; Window_Message.prototype.createSubWindows = function() { Yanfly.Message.Window_Message_createSubWindows.call(this); this._nameWindow = new Window_NameBox(this); Yanfly.nameWindow = this._nameWindow; }; Window_Message.prototype.numVisibleRows = function() { return $gameSystem.messageRows(); }; Window_Message.prototype.windowWidth = function() { return $gameSystem.messageWidth(); }; Window_Message.prototype.adjustWindowSettings = function() { this.width = this.windowWidth(); this.height = Math.min(this.windowHeight(), Graphics.boxHeight); if (Math.abs(Graphics.boxHeight - this.height) < this.lineHeight()) { this.height = Graphics.boxHeight; } this.createContents(); this.x = (Graphics.boxWidth - this.width) / 2; }; Yanfly.Message.Window_Message_startMessage = Window_Message.prototype.startMessage; Window_Message.prototype.startMessage = function() { this._nameWindow.deactivate(); Yanfly.Message.Window_Message_startMessage.call(this); }; Yanfly.Message.Window_Message_terminateMessage = Window_Message.prototype.terminateMessage; Window_Message.prototype.terminateMessage = function() { this._nameWindow.deactivate(); Yanfly.Message.Window_Message_terminateMessage.call(this); }; Yanfly.Message.Window_Message_newPage = Window_Message.prototype.newPage; Window_Message.prototype.newPage = function(textState) { this.adjustWindowSettings(); Yanfly.Message.Window_Message_newPage.call(this, textState); }; Window_Message.prototype.standardFontFace = function() { return Yanfly.Param.MSGFontName; }; Window_Message.prototype.standardFontSize = function() { return Yanfly.Param.MSGFontSize; }; Window_Message.prototype.newLineX = function() { if ($gameMessage.faceName() === '') { return 0; } else { return eval(Yanfly.Param.MSGFaceIndent); } }; Window_Message.prototype.isFastForward = function() { return eval(Yanfly.Param.MSGFastForward); }; Yanfly.Message.Window_Message_updateInput = Window_Message.prototype.updateInput; Window_Message.prototype.updateInput = function() { if (this.pause && this.isFastForward()) { if (!this._textState) { this.pause = false; this.terminateMessage(); } } return Yanfly.Message.Window_Message_updateInput.call(this); }; Yanfly.Message.Window_Message_updateShowFast = Window_Message.prototype.updateShowFast; Window_Message.prototype.updateShowFast = function() { if (this.isFastForward()) this._showFast = true; Yanfly.Message.Window_Message_updateShowFast.call(this); }; Yanfly.Message.Window_Message_updateWait = Window_Message.prototype.updateWait; Window_Message.prototype.updateWait = function() { if (this.isFastForward()) return false; return Yanfly.Message.Window_Message_updateWait.call(this); }; Yanfly.Message.Window_Message_startWait = Window_Message.prototype.startWait; Window_Message.prototype.startWait = function(count) { if (this._checkWordWrapMode) return; Yanfly.Message.Window_Message_startWait.call(this, count); if (this.isFastForward()) this._waitCount = 0; }; Yanfly.Message.Window_Message_startPause = Window_Message.prototype.startPause; Window_Message.prototype.startPause = function() { if (this._checkWordWrapMode) return; Yanfly.Message.Window_Message_startPause.call(this); }; Window_Message.prototype.convertEscapeCharacters = function(text) { text = Window_Base.prototype.convertEscapeCharacters.call(this, text); text = this.convertNameBox(text); text = this.convertMessageCharacters(text); return text; }; Window_Message.prototype.convertNameBox = function(text) { text = text.replace(/\x1bN\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 1); }, this); text = text.replace(/\x1bN1\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 1); }, this); text = text.replace(/\x1bN2\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 2); }, this); text = text.replace(/\x1bN3\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 3); }, this); text = text.replace(/\x1bNC\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 3); }, this); text = text.replace(/\x1bN4\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 4); }, this); text = text.replace(/\x1bN5\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 5); }, this); text = text.replace(/\x1bNR\<(.*)\>/gi, function() { return Yanfly.nameWindow.refresh(arguments[1], 5); }, this); return text; }; Window_Message.prototype.convertMessageCharacters = function(text) { text = text.replace(/\x1bAF\[(\d+)\]/gi, function() { var i = parseInt(arguments[1]) return this.convertActorFace($gameActors.actor(i)); }.bind(this)); text = text.replace(/\x1bPF\[(\d+)\]/gi, function() { var i = parseInt(arguments[1]) return this.convertActorFace($gameParty.members()[i - 1]); }.bind(this)); return text; }; Window_Message.prototype.convertActorFace = function(actor) { $gameMessage.setFaceImage(actor.faceName(), actor.faceIndex()); return ''; }; Yanfly.Message.Window_Message_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter; Window_Message.prototype.processEscapeCharacter = function(code, textState) { switch (code) { case '!': if (!this.isFastForward()) this.startPause(); break; case 'W': this.startWait(this.obtainEscapeParam(textState)); default: Yanfly.Message.Window_Message_processEscapeCharacter.call(this, code, textState); break; } }; //============================================================================= // End of File //=============================================================================