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/*:
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* @plugindesc Namepop Ver 1.03 NPC名称显示
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* @author Morpho(dongdongDJH)
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*
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* @help
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* 在地图事件注释栏内填入 NAMEPOP|高度修正值|字体Size|字体颜色;
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* 高度修正值单位为1格,不填默认为1,字体大小不填默认为18;
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* 例:NAMEPOP|1|18|#00FF00 ; NAMEPOP||20 ;
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* 注:一定要用‘|’分隔高度修正值和字体Size;
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* 若要调整描边 请直接在下方代码中调整 (ps:0.8是颜色的透明度,0-1)
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*/
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(function() {
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_Sprite_Character_prototype_initialize = Sprite_Character.prototype.initialize;
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Sprite_Character.prototype.initialize = function(character) {
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_Sprite_Character_prototype_initialize.call(this, character);
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this._tempCharacter = character;
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if (character instanceof Game_Event) {
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if (character.event().note.match("NAMEPOP") != null) {
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var notetext = character.event().note.split("|");
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this._namepopY = Number(notetext[1]) || 1;
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this._fontSize = Number(notetext[2]) || 18;
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this._BYcolor = notetext[3] || "#FFFFFF";
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this.createNamepopSet();
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}
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}
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};
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Sprite_Character.prototype.createNamepopSet = function() {
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var h = this._fontSize;
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this._namepopSprite = new Sprite();
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this._namepopSprite.bitmap = new Bitmap(h * 10, h);
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this._namepopSprite.bitmap.fontSize = h;
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this._namepopSprite.bitmap.outlineColor = "rgba(0, 0, 0, 0.8)"//描边颜色
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this._namepopSprite.bitmap.outlineWidth = 4;//字体描边
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this._namepopSprite.bitmap.textColor = this._BYcolor;//字体颜色
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this._namepopSprite.bitmap.drawText(this._tempCharacter.event().name, 0, 0, h * 10, h, 'center');
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this._namepopSprite.anchor.x = 0.5;
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this._namepopSprite.anchor.y = 1;
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this._namepopSprite.y = this.y - this._namepopY * 48;
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this.addChild(this._namepopSprite);
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};
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// ---- 新增跟随事件显示 ----
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_Sprite_Character_prototype_setCharacterBitmap = Sprite_Character.prototype.setCharacterBitmap;
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Sprite_Character.prototype.setCharacterBitmap = function() {
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_Sprite_Character_prototype_setCharacterBitmap.call(this);
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if (this._tempCharacter instanceof Game_Event) {
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this._BYconditions = this._tempCharacter.findProperPageIndex();
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if(this._BYconditions >= 0 && this._namepopSprite){
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this._namepopSprite.visible = true;
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}else if(this._namepopSprite){
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this._namepopSprite.visible = false;
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}
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}
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};
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// ---- Game_Event ----
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// -------------------------------
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// _Game_Event_prototype_refresh = Game_Event.prototype.refresh;
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// Game_Event.prototype.refresh = function() {
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// _Game_Event_prototype_refresh.call(this);
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// };
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}());
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