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ycrpg/js/plugins/GALV_MessageBusts.js

487 lines
18 KiB
JavaScript

//-----------------------------------------------------------------------------
// Galv's Message Busts
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// GALV_MessageBusts.js
//-----------------------------------------------------------------------------
// 2016-10-04 - Version 2.6 - Fixed issue where bust disable/position did not
// save in saved games.
// 2016-08-11 - Version 2.5 - Made bust sprite object public
// 2016-08-10 - Version 2.4 - Fixed a crash in MV 1.3 update
// 2016-04-27 - Version 2.3 - Fixed deployment bug with face name case
// 2016-04-22 - Version 2.2 - Fixed a bug with still checking for bust when
// Using just faces
// 2016-04-22 - Version 2.1 - Fixed issue with turning busts on/off
2 years ago
// 2016-04-02 - Version 2.0 - Added compatibility for Message Style popups
// 2016-01-12 - Version 1.9 - Fixed issue with middle-aligned textbox
// 2015-12-26 - Version 1.8 - added an option to append text to bust filenames
// - to use different images for this and bust menu
// 2015-11-11 - Version 1.7 - fixed text code to change bust mid message.
// - (the actor number went to wrong face)
// - fixed mid message changing of bust flicker
// 2015-11-11 - Version 1.6 - added Galv plugin command efficiency code
// 2015-11-09 - Version 1.5 - Added ability to display faces/busts based on
// - Member position or leader.
// 2015-11-02 - Version 1.4 - Added escape code to change bust during message
// 2015-11-01 - Version 1.3 - fixed bug with bust not disappearing
// 2015-11-01 - Version 1.2 - fixed bug with changing bust
// 2015-11-01 - Version 1.1 - fixed bug with settings
// 2015-11-01 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_MessageBusts = true;
var Galv = Galv || {}; // Galv's main object
Galv.pCmd = Galv.pCmd || {}; // Plugin Command manager
Galv.MB = Galv.MB || {}; // Galv's stuff
Galv.Mstyle = Galv.Mstyle || {}; // compatibility
//-----------------------------------------------------------------------------
/*:
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* @plugindesc (v.2.6) Displays a bust image instead of selected face image
*
* @author Galv - galvs-scripts.com
*
* @param Bust Priority
* @desc Can be 0 or 1. 0 = bust appears behind message window. 1 = bust appear in front of it
* @default 0
*
* @param Bust Position
* @desc Can be 0 or 1. 0 = bust appears above window messages. 1 = bust appears at bottom of screen
* @default 0
*
* @param Text X Offset
* @desc Amount of pixels that text is pushed to the right when a bust is displayed on the left.
* @default 390
*
* @param Filename Append
* @desc Text to append to the normal file path the plugin looks for.
* @default
*
* @help
*
* 修改说明
* 1. 文件夹路径替换为 img/face/large图片名称不变
* 2. 预先生成文件相关信息依赖于 SF_Core.js
* 3. 支持没有图片时自动加载在对话时选择的图片
*
* Galv's Message Busts
* ----------------------------------------------------------------------------
* This plugin displays a bust image from /img/pictures/ folder based on the
* face chosen in the 'Show Text' event command. For example:
* If your 'Show Text' uses the 2nd face from the "Actor1" faces file, then
* the plugin will use /img/pictures/Actor1_2.png for the bust image.
*
* Remember, all filenames are case sensitive, so make sure to use the correct
* capitalization/case for your faces and busts.
*
* ADDED: A plugin setting called "Filename Append".
* Whatever you put in this setting will be added to the end of the filename.
* Using the above example, if the Filename Append setting is "_bust", then the
* plugin will use /img/pictures/Actor1_2_bust.png instead.
*
* Make sure to add 'wait' between messages with different character's busts
* for better looking transitions.
* Use the 'Plugin' event command to change bust settings. These settings will
* be in effect until changed, so they can be used for multiple messages.
*
* NOTE: You will need to find your own bust images to use. I can not help
* you with that. The images in the demo are for demo purposes only.
*
* This plugin also comes with the ability to display bust/facesets according
* to who is in the party or a certain position from the leader's faceset.
* This works for both the faces and busts.
*
* 1. Member's face.
* Create a face file (or get from demo) called "partymember.png".
* Number each face in this faceset from 1 to 8.
* When this face set is used in a "Show Text" event command, it will replace
* the face with the party member according to the face number used.
*
* 1. Leader's face.
* Create a face file (or get from demo) called "partyleader.png".
* Label your faces accordingly (for example, happy, sad, laugh. Or numbers)
* When this face set is used in a "Show Text" event command, it will replace
* the face with the party leader's faceset and the face number of the chosen
* face position of the 'partyleader' faceset.
*
* ----------------------------------------------------------------------------
* PLUGIN COMMANDS (To change bust position/visibility)
* ----------------------------------------------------------------------------
*
* BUST POSITION MIRROR // BUST = the plugin command
* // POSITION = LEFT or RIGHT
* // MIRROR = TRUE or FALSE
* BUST STATUS // STATUS = TRUE or FALSE
*
*
* ----------------------------------------------------------------------------
* Examples:
* BUST LEFT FALSE // Bust will appear on the left and not mirrored.
* BUST RIGHT TRUE // Bust will appear on the right, mirrored.
* BUST FALSE // Disable busts and use face graphics as normal.
* ----------------------------------------------------------------------------
*
* ----------------------------------------------------------------------------
* TEXT ESCAPE CODES (During 'Show Tesxt')
* ----------------------------------------------------------------------------
*
* \BST[x] // Change the bust in the middle of a message. X is the
* // number of the face without changing the face name
*
* \BST[x,face] // Change the bust image to a different file name
*
* ----------------------------------------------------------------------------
* Examples:
* If a "Show Text" event command uses face number 3 from "Actor1"...
* \BST[7] will keep using "Actor1" face file but change the 3 to 7
* \BST[7,Actor2] will change the face file to "Actor2" and use face 7
* ----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// CODE STUFFS
//-----------------------------------------------------------------------------
(function () {
Galv.MB.prio = Number(PluginManager.parameters("Galv_MessageBusts")["Bust Priority"]);
Galv.MB.pos = Number(PluginManager.parameters("Galv_MessageBusts")["Bust Position"]);
Galv.MB.w = Number(PluginManager.parameters("Galv_MessageBusts")["Text X Offset"]);
Galv.MB.f = PluginManager.parameters("Galv_MessageBusts")["Filename Append"];
Galv.MB.msgWindow = null;
if (Galv.MB.prio == 1 && Galv.MB.pos == 0) {
// Fix
Galv.MB.prio = 0;
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}
// GALV'S PLUGIN MANAGEMENT. INCLUDED IN ALL GALV PLUGINS THAT HAVE PLUGIN COMMAND CALLS, BUT ONLY RUN ONCE.
if (!Galv.aliased) {
var Galv_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
if (Galv.pCmd[command]) {
Galv.pCmd[command](args);
return;
}
Galv_Game_Interpreter_pluginCommand.call(this, command, args);
};
Galv.aliased = true; // Don't keep aliasing for other Galv scripts.
}
// Direct to Plugin Object
Galv.pCmd.BUST = function (arguments) {
Galv.MB.bustPos(arguments);
};
// END GALV'S PLUGIN MANAGEMENT
Galv.MB.bustPos = function (pos) {
if (pos[0] === "TRUE") {
return ($gameSystem.bustDisable = false);
} else if (pos[0] === "FALSE") {
return ($gameSystem.bustDisable = true);
}
$gameSystem.bustPos = 0;
if (pos[0] === "LEFT") {
$gameSystem.bustPos = 0;
} else if (pos[0] === "RIGHT") {
$gameSystem.bustPos = 1;
}
if (pos[1] === "TRUE") {
$gameSystem.bustMirror = true;
} else if (pos[1] === "FALSE") {
$gameSystem.bustMirror = false;
}
};
// ---------------- WINDOW MESSAGE
Galv.MB.Game_Message_setFaceImage = Game_Message.prototype.setFaceImage;
Game_Message.prototype.setFaceImage = function (faceName, faceIndex) {
switch (faceName) {
case "PartyLeader":
var faceName = $gameParty.leader().faceName();
break;
case "PartyMember":
if ($gameParty.members()[faceIndex]) {
var faceName = $gameParty.members()[faceIndex].faceName();
var faceIndex = $gameParty.members()[faceIndex].faceIndex();
} else {
var faceName = "";
}
break;
}
Galv.MB.Game_Message_setFaceImage.call(this, faceName, faceIndex);
};
// WINDOW MESSAGE START MESSAGE - MOD
Galv.MB.Window_Message_startMessage = Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
Galv.MB.msgWindow = this;
$gameSystem.bustPos = $gameSystem.bustPos || 0;
$gameMessage.bustOffset = $gameMessage.bustOffset || Galv.MB.w;
Galv.MB.Window_Message_startMessage.call(this);
Galv.MB.msgWindow.tempPosType = this._positionType;
};
Galv.MB.Window_Message_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter;
Window_Message.prototype.processEscapeCharacter = function (code, textState) {
switch (code) {
case "BST":
this.obtainSpecialParam(textState);
break;
}
Galv.MB.Window_Message_processEscapeCharacter.call(this, code, textState);
};
Window_Message.prototype.obtainSpecialParam = function (textState) {
var arr = /^\[(.*)]/.exec(textState.text.slice(textState.index));
if (arr) {
textState.index += arr[0].length;
var txt = arr[0].slice(1).slice(0, -1);
var array = txt.split(",");
$gameMessage.setFaceImage(array[1] || $gameMessage._faceName, Number(array[0] - 1));
} else {
return "";
}
};
Galv.MB.Window_Message_drawMessageFace = Window_Message.prototype.drawMessageFace;
Window_Message.prototype.drawMessageFace = function () {
if (!$gameSystem.bustDisable) return;
Galv.MB.Window_Message_drawMessageFace.call(this);
};
// ---------------- SPRITESET MAP
if (Galv.MB.prio == 0) {
// UNDER MESSAGE
Galv.MB.Spriteset_Map_createUpperLayer = Spriteset_Base.prototype.createUpperLayer;
Spriteset_Base.prototype.createUpperLayer = function () {
Galv.MB.Spriteset_Map_createUpperLayer.call(this);
this.createBusts();
};
// SPRITESET MAP CREATE MSG BG
Spriteset_Base.prototype.createBusts = function () {
// Create bust image
if (this._msgBustSprite) return;
this._msgBustSprite = new Sprite_GalvBust();
this.addChild(this._msgBustSprite);
};
Galv.MB.Window_Message_newLineX = Window_Message.prototype.newLineX;
Window_Message.prototype.newLineX = function () {
if ($gameSystem.bustDisable) {
return Galv.MB.Window_Message_newLineX.call(this);
} else {
return 0;
}
};
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} else {
// OVER MESSAGE
// Add to window_message as child instead, so it displays above
Galv.MB.Window_Message_createSubWindows = Window_Message.prototype.createSubWindows;
Window_Message.prototype.createSubWindows = function () {
Galv.MB.Window_Message_createSubWindows.call(this);
if (this._msgBustSprite) return;
this._msgBustSprite = new Sprite_GalvBust();
this.addChild(this._msgBustSprite);
};
Galv.MB.Window_Message_newLineX = Window_Message.prototype.newLineX;
Window_Message.prototype.newLineX = function () {
if ($gameSystem.bustDisable) {
return Galv.MB.Window_Message_newLineX.call(this);
} else if (
$gameMessage.faceName() &&
Galv.MB.prio == 1 &&
$gameMessage._positionType == 2 &&
$gameSystem.bustPos == 0
) {
return $gameMessage.bustOffset;
} else {
return 0;
}
};
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}
// changed by Salted Fish start
Galv.MB.LargeFaceFolder = "img/faces/large";
Galv.MB.LargeFaceDataFile = "data/LargeFace.json";
Galv.MB.LargeFaceTestDataFile = "data/Test_LargeFace.json";
/**
* LargeFace.json example
*
* {
* "FaceName":{
* "FaceIndex":{
* "FileName":"文件名,不包含后缀。"
* }
* }
* }
*/
//=============================================================================
// DataManager
//=============================================================================
DataManager._databaseFiles.push({
name: "$dataLargeFace",
src: "LargeFace.json",
});
// scan face image to data file
if (SF_Plugins.Core.Utils.isPC() && Utils.isOptionValid("test")) {
(function () {
var files = FileUtils.list("img/faces/large");
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var regex = /^(.+)_(\d+)\.png$/m;
var result = {};
files.forEach((name) => {
var m = regex.exec(name);
if (m) {
result[m[1]] = result[m[1]] || {};
result[m[1]][m[2]] = { FileName: `${m[1]}_${m[2]}` };
}
});
FileUtils.writeTextFile(Galv.MB.LargeFaceDataFile, JsonEx.stringify(result));
FileUtils.writeTextFile(Galv.MB.LargeFaceTestDataFile, JsonEx.stringify(result));
})();
}
Object.defineProperties(Game_System.prototype, {
bustDisable: {
set: function (value) {
this._bustDisable = value;
},
get: function () {
return !(
!this._bustDisable &&
!!$dataLargeFace &&
!!$dataLargeFace[$gameMessage.faceName()] &&
!!$dataLargeFace[$gameMessage.faceName()][$gameMessage.faceIndex() + 1]
);
},
},
});
ImageManager.loadLargeFace = function (filename, hue) {
return this.loadBitmap("img/faces/large/", filename, hue, true);
};
// changed by Salted Fish end
})();
// ---------------- SPRITE GALVMSGBG - NEW
function Sprite_GalvBust() {
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this.initialize.apply(this, arguments);
}
Sprite_GalvBust.prototype = Object.create(Sprite.prototype);
Sprite_GalvBust.prototype.constructor = Sprite_GalvBust;
Sprite_GalvBust.prototype.initialize = function () {
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Sprite.prototype.initialize.call(this);
this.name = "";
this.opacity = 0;
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this.update();
};
Sprite_GalvBust.prototype.update = function () {
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Sprite.prototype.update.call(this);
if (Galv.MB.msgWindow) this.controlBitmap();
};
Sprite_GalvBust.prototype.loadBitmap = function () {
var name = $gameMessage.faceName() + "_" + ($gameMessage.faceIndex() + 1);
if ($gameSystem.bustDisable) {
var img = ImageManager.loadLargeFace("");
} else {
var img = ImageManager.loadLargeFace(name + Galv.MB.f);
}
if (img.isReady()) {
if (this.bitmap) {
//this._destroyCachedSprite();
this.bitmap = null;
}
this.bitmap = img;
this.name = name;
this.hasBust = true;
}
};
Sprite_GalvBust.prototype.controlBitmap = function () {
if ($gameMessage.faceName() && this.name !== $gameMessage.faceName() + "_" + ($gameMessage.faceIndex() + 1)) {
this.loadBitmap(); // If image changed, reload bitmap
}
if (Galv.MB.msgWindow.openness <= 0 || !this.hasBust || $gameSystem.bustDisable) {
this.opacity = 0;
this.name = "";
this.hasBust = false;
return;
}
if ($gameSystem.bustMirror) {
this.scale.x = -1;
var offset = this.bitmap.width;
} else {
this.scale.x = 1;
var offset = 0;
}
this.opacity = $gameMessage.faceName() ? Galv.MB.msgWindow._openness : this.opacity - 32;
// Control image position
switch (Galv.MB.msgWindow.tempPosType) {
case 0:
this.y = this.baseY();
break;
case 1:
//top and middle
this.y = this.baseY() - Galv.MB.msgWindow.y;
break;
case 2:
//bottom
if (Galv.MB.prio == 1) {
this.y = Galv.MB.msgWindow.height - this.bitmap.height;
} else if (Galv.MB.pos === 1) {
this.y = this.baseY();
} else {
this.y = this.baseY() - Galv.MB.msgWindow.height;
}
break;
}
if ($gameSystem.bustPos == 1) {
// if on the right
if (Galv.MB.prio == 1) {
this.x = Galv.MB.msgWindow.width - this.bitmap.width + offset;
} else {
this.x = Galv.MB.msgWindow.x + Galv.MB.msgWindow.width - this.bitmap.width + offset;
}
} else {
// else on the left
if (Galv.MB.prio == 1) {
this.x = 0 + offset;
} else {
this.x = Galv.MB.msgWindow.x + offset;
}
}
};
Sprite_GalvBust.prototype.baseY = function () {
if (Galv.Mstyle.target) {
return Galv.MB.msgWindow.y + Galv.MB.msgWindow.height - this.bitmap.height;
} else {
return Graphics.boxHeight - this.bitmap.height + 20;
}
};