更新了gitignore来屏蔽部分不需要提交的文件。

main
Salted 2 years ago
parent 5ea4977901
commit 9640c33d0f
Signed by: SaltedFish
GPG Key ID: FCF3F47D9BD7AD42

16
.gitignore vendored

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.vscode/* .vscode/*
**/*
!**/
!/js/**/*.js
!/img/**/*.png
!/data/**/*.json
!/audio/**/*.m4a
!/audio/**/*.ogg
!/movie/**/*.mp4
!/movie/**/*.webm
!/fonts/*.css
!/fonts/*.tff
!*.md

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//-----------------------------------------------------------------------------
// Galv's Message Busts
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// GALV_MessageBusts.js
//-----------------------------------------------------------------------------
// 2017-11-04 - Version 2.8 - Added fade out speed setting
// 2017-08-21 - Version 2.7 - Fixed a minor bug with appear in front & above
// 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
// 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
//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.2.8) 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 Fade Out Speed
* @desc The speed in which busts fade out. 1-255
* @default 32
*
* @param Filename Append
* @desc Text to append to the normal file path the plugin looks for.
* @default
*
* @help
* 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.fadeOutSpeed = Number(PluginManager.parameters('Galv_MessageBusts')["Fade Out Speed"]);
Galv.MB.msgWindow = null;
if (Galv.MB.prio == 1 && Galv.MB.pos == 0) {
// Fix
Galv.MB.prio = 0;
};
// 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 ($gameSystem.bustDisable) {
return Galv.MB.Window_Message_newLineX.call(this);
} else {
return 0;
};
};
} else {
// OVER MESSAGE
// Add to window_message as child instead, so it displays above
Galv.MB.Window_Message_createSubWindows = Window_Message.prototype.createSubWindows;
Window_Message.prototype.createSubWindows = function () {
Galv.MB.Window_Message_createSubWindows.call(this);
if (this._msgBustSprite) return;
this._msgBustSprite = new Sprite_GalvBust();
this.addChild(this._msgBustSprite);
};
Galv.MB.Window_Message_newLineX = Window_Message.prototype.newLineX;
Window_Message.prototype.newLineX = function () {
if ($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;
};
};
};
})();
// ---------------- SPRITE GALVMSGBG - NEW
function Sprite_GalvBust() {
this.initialize.apply(this, arguments);
}
Sprite_GalvBust.prototype = Object.create(Sprite.prototype);
Sprite_GalvBust.prototype.constructor = Sprite_GalvBust;
Sprite_GalvBust.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.name = "";
this.opacity = 0;
this.update();
};
Sprite_GalvBust.prototype.update = function () {
Sprite.prototype.update.call(this);
if (Galv.MB.msgWindow) this.controlBitmap();
};
Sprite_GalvBust.prototype.loadBitmap = function () {
var name = $gameMessage.faceName() + "_" + ($gameMessage.faceIndex() + 1);
if ($gameSystem.bustDisable) {
var img = ImageManager.loadPicture('');
} else {
var img = ImageManager.loadPicture(name + Galv.MB.f);
};
if (img.isReady()) {
if (this.bitmap) {
//this._destroyCachedSprite();
this.bitmap = null;
};
this.bitmap = img;
this.name = name;
this.hasBust = true;
};
};
Sprite_GalvBust.prototype.controlBitmap = function () {
if ($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 = $gameMessage.faceName() ? Galv.MB.msgWindow._openness : this.opacity - Galv.MB.fadeOutSpeed;
// Control image position
switch (Galv.MB.msgWindow.tempPosType) {
case 0:
this.y = this.baseY();
break;
case 1:
//top and middle
this.y = this.baseY() - Galv.MB.msgWindow.y;
break;
case 2:
//bottom
if (Galv.MB.prio == 1) {
this.y = Galv.MB.msgWindow.height - this.bitmap.height;
} else if (Galv.MB.pos === 1) {
this.y = this.baseY();
} else {
this.y = this.baseY() - Galv.MB.msgWindow.height;
};
break;
};
if ($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;
};
};
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